Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-13 Thread Matt Mahoney
--- On Tue, 1/13/09, Ben Goertzel  wrote:

> The complexity of a simulated environment is tricky to estimate, if
> the environment contains complex self-organizing dynamics, random
> number generation, and complex human interactions ...

In fact it's not computable. But if you write 10^6 bits of code for your 
simulator, you know it's less than 10^6 bits.

But I wonder which is a better test of AI.

http://cs.fit.edu/~mmahoney/compression/text.html
is based on natural language prediction, equivalent to the Turing test. The 
data has 10^9 bits of complexity, just enough to train a human adult language 
model.

http://cs.fit.edu/~mmahoney/compression/uiq/
is based on Legg and Hutter's universal intelligence. It probably has a few 
hundred bits of complexity, designed to be just beyond the reach of 
tractability for universal algorithms like AIXI^tl.

-- Matt Mahoney, matmaho...@yahoo.com



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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-13 Thread Ben Goertzel
Matt,

The complexity of a simulated environment is tricky to estimate, if
the environment contains complex self-organizing dynamics, random
number generation, and complex human interactions ...

ben

On Tue, Jan 13, 2009 at 1:29 PM, Matt Mahoney  wrote:
> My response to Ben's paper is to be cautious about drawing conclusions from 
> simulated environments. Human level AGI has an algorithmic complexity of 10^9 
> bits (as estimated by Landauer). It is not possible to learn this much 
> information from an environment that is less complex. If a baby AI did 
> perform well in a simplified simulation of the world, it would not imply that 
> the same system would work in the real world. It would be like training a 
> language model on a simple, artificial language and then concluding that the 
> system could be scaled up to learn English.
>
> This is a lesson from my dissertation work in network intrusion anomaly 
> detection. This was a machine learning task in which the system was trained 
> on attack-free network traffic, and then identified anything out of the 
> ordinary as malicious. For development and testing, we used the 1999 
> MIT-DARPA Lincoln Labs data set consisting of 5 weeks of synthetic network 
> traffic with hundreds of labeled attacks. The test set developers took great 
> care to make the data as realistic as possible. They collected statistics 
> from real networks, built an isolated network of 4 real computers running 
> different operating systems, and thousands of simulated computers that 
> generated HTTP requests to public websites and mailing lists, and generated 
> synthetic email using English word bigram frequencies, and other kinds of 
> traffic.
>
> In my work I discovered a simple algorithm that beat the best intrusion 
> detection systems available at the time. I parsed network packets into 
> individual 1-4 byte fields, recorded all the values that ever occurred at 
> least once in training, and flagged any new value in the test data as 
> suspicious, with a score inversely proportional to the size of the set of 
> values observed in training and proportional to the time since the previous 
> anomaly.
>
> Not surprisingly, the simple algorithm failed on real network traffic. There 
> were too many false alarms for it to be even remotely useful. The reason it 
> worked on the synthetic traffic was that it was algorithmically simple 
> compared to real traffic. For example, one of the most effective tests was 
> the TTL value, a counter that decrements with each IP routing hop, intended 
> to prevent routing loops. It turned out that most of the attacks were 
> simulated from a machine that was one hop further away than the machines 
> simulating normal traffic.
>
> A problem like that could have been fixed, but there were a dozen others that 
> I found, and probably many that I didn't find. It's not that the test set 
> developers weren't careful. They spent probably $1 million developing it 
> (several people over 2 years). It's that you can't simulate the high 
> complexity of thousands of computers and human users with anything less than 
> that. Simple problems have simple solutions, but that's not AGI.
>
> -- Matt Mahoney, matmaho...@yahoo.com
>
>
> --- On Fri, 1/9/09, Ben Goertzel  wrote:
>
>> From: Ben Goertzel 
>> Subject: [agi] What Must a World Be That a Humanlike Intelligence May 
>> Develop In It?
>> To: agi@v2.listbox.com
>> Date: Friday, January 9, 2009, 5:58 PM
>> Hi all,
>>
>> I intend to submit the following paper to JAGI shortly, but
>> I figured
>> I'd run it past you folks on this list first, and
>> incorporate any
>> useful feedback into the draft I submit
>>
>> This is an attempt to articulate a virtual world
>> infrastructure that
>> will be adequate for the development of human-level AGI
>>
>> http://www.goertzel.org/papers/BlocksNBeadsWorld.pdf
>>
>> Most of the paper is taken up by conceptual and
>> requirements issues,
>> but at the end specific world-design proposals are made.
>>
>> This complements my earlier paper on AGI Preschool.  It
>> attempts to
>> define what kind of underlying virtual world infrastructure
>> an
>> effective AGI preschool would minimally require.
>>
>> thx
>> Ben G
>>
>>
>>
>> --
>> Ben Goertzel, PhD
>> CEO, Novamente LLC and Biomind LLC
>> Director of Research, SIAI
>> b...@goertzel.org
>>
>> "I intend to live forever, or die trying."
>> -- Groucho Marx
>
>
>
> ---
> 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
b...@goertzel.org

"This is no place to stop -- half way between ape and angel"
-- Benjamin Disraeli


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-13 Thread Matt Mahoney
My response to Ben's paper is to be cautious about drawing conclusions from 
simulated environments. Human level AGI has an algorithmic complexity of 10^9 
bits (as estimated by Landauer). It is not possible to learn this much 
information from an environment that is less complex. If a baby AI did perform 
well in a simplified simulation of the world, it would not imply that the same 
system would work in the real world. It would be like training a language model 
on a simple, artificial language and then concluding that the system could be 
scaled up to learn English.

This is a lesson from my dissertation work in network intrusion anomaly 
detection. This was a machine learning task in which the system was trained on 
attack-free network traffic, and then identified anything out of the ordinary 
as malicious. For development and testing, we used the 1999 MIT-DARPA Lincoln 
Labs data set consisting of 5 weeks of synthetic network traffic with hundreds 
of labeled attacks. The test set developers took great care to make the data as 
realistic as possible. They collected statistics from real networks, built an 
isolated network of 4 real computers running different operating systems, and 
thousands of simulated computers that generated HTTP requests to public 
websites and mailing lists, and generated synthetic email using English word 
bigram frequencies, and other kinds of traffic.

In my work I discovered a simple algorithm that beat the best intrusion 
detection systems available at the time. I parsed network packets into 
individual 1-4 byte fields, recorded all the values that ever occurred at least 
once in training, and flagged any new value in the test data as suspicious, 
with a score inversely proportional to the size of the set of values observed 
in training and proportional to the time since the previous anomaly.

Not surprisingly, the simple algorithm failed on real network traffic. There 
were too many false alarms for it to be even remotely useful. The reason it 
worked on the synthetic traffic was that it was algorithmically simple compared 
to real traffic. For example, one of the most effective tests was the TTL 
value, a counter that decrements with each IP routing hop, intended to prevent 
routing loops. It turned out that most of the attacks were simulated from a 
machine that was one hop further away than the machines simulating normal 
traffic.

A problem like that could have been fixed, but there were a dozen others that I 
found, and probably many that I didn't find. It's not that the test set 
developers weren't careful. They spent probably $1 million developing it 
(several people over 2 years). It's that you can't simulate the high complexity 
of thousands of computers and human users with anything less than that. Simple 
problems have simple solutions, but that's not AGI.

-- Matt Mahoney, matmaho...@yahoo.com


--- On Fri, 1/9/09, Ben Goertzel  wrote:

> From: Ben Goertzel 
> Subject: [agi] What Must a World Be That a Humanlike Intelligence May Develop 
> In It?
> To: agi@v2.listbox.com
> Date: Friday, January 9, 2009, 5:58 PM
> Hi all,
> 
> I intend to submit the following paper to JAGI shortly, but
> I figured
> I'd run it past you folks on this list first, and
> incorporate any
> useful feedback into the draft I submit
> 
> This is an attempt to articulate a virtual world
> infrastructure that
> will be adequate for the development of human-level AGI
> 
> http://www.goertzel.org/papers/BlocksNBeadsWorld.pdf
> 
> Most of the paper is taken up by conceptual and
> requirements issues,
> but at the end specific world-design proposals are made.
> 
> This complements my earlier paper on AGI Preschool.  It
> attempts to
> define what kind of underlying virtual world infrastructure
> an
> effective AGI preschool would minimally require.
> 
> thx
> Ben G
> 
> 
> 
> -- 
> Ben Goertzel, PhD
> CEO, Novamente LLC and Biomind LLC
> Director of Research, SIAI
> b...@goertzel.org
> 
> "I intend to live forever, or die trying."
> -- Groucho Marx



---
agi
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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-13 Thread Ben Goertzel
Actually, I view that as a matter for the AGI system, not the world.

Different AGI systems hooked up to the same world may choose to
receive different inputs from it

Binocular vision, for instance, is not necessary in a virtual world,
and some AGIs might want to use it whereas others don't...

On Tue, Jan 13, 2009 at 1:13 PM, Philip Hunt  wrote:
> 2009/1/9 Ben Goertzel :
>> Hi all,
>>
>> I intend to submit the following paper to JAGI shortly, but I figured
>> I'd run it past you folks on this list first, and incorporate any
>> useful feedback into the draft I submit
>
> Perhaps the paper could go into more detail about what sensory input
> the AGI would have.
>
> E.g. you might specify that its vision system would consist of 2
> pixelmaps (binocular vision) each 1000x1000 pixels, in three colours
> and 16 bits of intensity, updated 20 times per second.
>
> Of course, you may want to specify the visual system differently, but
> it's useful to say so and make your assumptions concrete.
>
> --
> Philip Hunt, 
> Please avoid sending me Word or PowerPoint attachments.
> See http://www.gnu.org/philosophy/no-word-attachments.html
>
>
> ---
> agi
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-- 
Ben Goertzel, PhD
CEO, Novamente LLC and Biomind LLC
Director of Research, SIAI
b...@goertzel.org

"This is no place to stop -- half way between ape and angel"
-- Benjamin Disraeli


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-13 Thread Philip Hunt
2009/1/9 Ben Goertzel :
> Hi all,
>
> I intend to submit the following paper to JAGI shortly, but I figured
> I'd run it past you folks on this list first, and incorporate any
> useful feedback into the draft I submit

Perhaps the paper could go into more detail about what sensory input
the AGI would have.

E.g. you might specify that its vision system would consist of 2
pixelmaps (binocular vision) each 1000x1000 pixels, in three colours
and 16 bits of intensity, updated 20 times per second.

Of course, you may want to specify the visual system differently, but
it's useful to say so and make your assumptions concrete.

-- 
Philip Hunt, 
Please avoid sending me Word or PowerPoint attachments.
See http://www.gnu.org/philosophy/no-word-attachments.html


---
agi
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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-13 Thread Philip Hunt
2009/1/12 Ben Goertzel :
> The problem with simulations that run slower than real time is that
> they aren't much good for running AIs interactively with humans... and
> for AGI we want the combination of social and physical interaction

There's plenty you can do with real-time interaction.

OTOH, there's lots you can do with batch processing, e.g. tweak the
AI's parameters, and see how it performs on the same task. And of
course you can have a regression test suite of tasks for the AI to
perform as you improve it. How useful this sort of approach is depends
on how much processing power you need: if processing is very
expensive, it makes less sense to re-run an extensive test suite
whenever you make a change.

-- 
Philip Hunt, 
Please avoid sending me Word or PowerPoint attachments.
See http://www.gnu.org/philosophy/no-word-attachments.html


---
agi
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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-13 Thread Russell Wallace
Yeah :-) though boiling an egg by putting it in a pot of boiling
water, that much I think should be doable.

On Tue, Jan 13, 2009 at 3:41 PM, Ben Goertzel  wrote:
> Indeed...  but cake-baking just won't have the same nuances ;-)
>
> On Tue, Jan 13, 2009 at 10:08 AM, Russell Wallace
>  wrote:
>> Melting and boiling at least should be doable: assign every bead a
>> temperature, and let solid interbead bonds turn liquid above a certain
>> temperature and disappear completely above some higher temperature.
>>
>>
>> ---
>> 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
> b...@goertzel.org
>
> "This is no place to stop -- half way between ape and angel"
> -- Benjamin Disraeli
>
>
> ---
> agi
> Archives: https://www.listbox.com/member/archive/303/=now
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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-13 Thread Ben Goertzel
Indeed...  but cake-baking just won't have the same nuances ;-)

On Tue, Jan 13, 2009 at 10:08 AM, Russell Wallace
 wrote:
> Melting and boiling at least should be doable: assign every bead a
> temperature, and let solid interbead bonds turn liquid above a certain
> temperature and disappear completely above some higher temperature.
>
>
> ---
> 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
b...@goertzel.org

"This is no place to stop -- half way between ape and angel"
-- Benjamin Disraeli


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-13 Thread Russell Wallace
And it occurs to me you could even have fire. Let fire be an element,
whose beads have negative gravitational mass. Beads of fuel elements
like wood have a threshold temperature above which they will turn into
fire beads, with release of additional heat.


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-13 Thread Russell Wallace
Melting and boiling at least should be doable: assign every bead a
temperature, and let solid interbead bonds turn liquid above a certain
temperature and disappear completely above some higher temperature.


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-13 Thread Ben Goertzel
Hi,

> Since I can now get to the paper some further thoughts. Concepts that
> would seem hard to form in your world is organic growth and phase
> changes of materials. Also naive chemistry would seem to be somewhat
> important (cooking, dissolving materials, burning: these are things
> that a pre-schooler would come into contact more at home than in
> structured pre-school).

Actually, you could probably get plantlike growth using beads, via
methods similar to L-systems (used in graphics for simulating plant
growth)

Woody plants could be obtained using a combination of blocks and
beads, as well..

Phase changes would probably arise via phase transitions in bead
conglomerates, with the control parameters driven by changes in
adhesion

However, naive chemistry would exist only in a far more primitive form
than in the real world, I'll have to admit.  This is just a
shortcoming of the BlocksNBeadsWorld, and I think it's an acceptable
one...

ben


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-13 Thread William Pearson
2009/1/13 Ben Goertzel :
> Yes, I'm expecting the AI to make tools from blocks and beads
>
> No, i'm not attempting to make a detailed simulation of the human
> brain/body, just trying to use vaguely humanlike embodiment and
> high-level mind-architecture together with computer science
> algorithms, to achieve AGI

I wasn't suggesting you were/should. The comment about ones own
changing body was simply one of the many examples of things that
happen in the world that we have to try and cope with and adjust to,
making our brains flexible and leading to development rather than
stagnation.

As we don't have a formal specification for all the mind agents in
opencog it is hard to know how it will actually learn.  The question
is how humanlike do you have to be for the problem of lack of varied
stimulation to lead to developmental problems. If you emphasised that
you were going to make the world the AI exist in "alive", that is not
just play pens for the AI/humans to do things and see results of those
things but some sort of consistent ecology, I would be happier. Humans
managed to develop fairly well before there was such thing as
structured pre-school, the replication of that sort of system seems
more important for AI growth, as humans still develop there as well as
structured teacher lead pre-school.

Since I can now get to the paper some further thoughts. Concepts that
would seem hard to form in your world is organic growth and phase
changes of materials. Also naive chemistry would seem to be somewhat
important (cooking, dissolving materials, burning: these are things
that a pre-schooler would come into contact more at home than in
structured pre-school).

  Will


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-13 Thread Ben Goertzel
Yes, I'm expecting the AI to make tools from blocks and beads

No, i'm not attempting to make a detailed simulation of the human
brain/body, just trying to use vaguely humanlike embodiment and
high-level mind-architecture together with computer science
algorithms, to achieve AGI

On Tue, Jan 13, 2009 at 5:56 AM, William Pearson  wrote:
> 2009/1/9 Ben Goertzel :
>> This is an attempt to articulate a virtual world infrastructure that
>> will be adequate for the development of human-level AGI
>>
>> http://www.goertzel.org/papers/BlocksNBeadsWorld.pdf
>
> goertzel.org seems to be down. So I can't refresh my memory of the paper.
>
>> Most of the paper is taken up by conceptual and requirements issues,
>> but at the end specific world-design proposals are made.
>>
>> This complements my earlier paper on AGI Preschool.  It attempts to
>> define what kind of underlying virtual world infrastructure an
>> effective AGI preschool would minimally require.
>>
>
> In some ways this question is under defined. It depends what the
> learning system is like. If it is like a human brain it would need a
> sufficiently (lawfully) changing world to stimulate its neural
> plasticity (rain, seasons, new buildings, death of pets, growth of its
> own body).  That is a never ending series of connectible but new
> situations to push the brain in different directions. Cat's eyes
> deprived of stimulation go blind, so a brain in an unstimulating
> environment might fail to develop.
>
> So I would say that not only are certain dynamics important but there
> should also be a large variety of externally presented examples.
> Consider for example learning electronics, the metaphor of rivers and
> dams is often used to teach it, but if the only example of fluid
> dynamics you have come across is a flat pool of beads, then you might
> not get the metaphor.  Similarly a kettle boiling dry might be used to
> teach about part of the water cycle.
>
> There may be lots of other subconscious  analogies of these sorts that
> have to be made when we are young that we don't know about. It would
> be my worry when implementing a virtual world for AI development.
>
> If it is not like a human brain (in this respect), then the question
> is a lot harder. Also are you expecting the AIs to make tools out of
> the blocks and beads?
>
>  Will
>
>
> ---
> agi
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-- 
Ben Goertzel, PhD
CEO, Novamente LLC and Biomind LLC
Director of Research, SIAI
b...@goertzel.org

"This is no place to stop -- half way between ape and angel"
-- Benjamin Disraeli


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-13 Thread William Pearson
2009/1/9 Ben Goertzel :
> This is an attempt to articulate a virtual world infrastructure that
> will be adequate for the development of human-level AGI
>
> http://www.goertzel.org/papers/BlocksNBeadsWorld.pdf

goertzel.org seems to be down. So I can't refresh my memory of the paper.

> Most of the paper is taken up by conceptual and requirements issues,
> but at the end specific world-design proposals are made.
>
> This complements my earlier paper on AGI Preschool.  It attempts to
> define what kind of underlying virtual world infrastructure an
> effective AGI preschool would minimally require.
>

In some ways this question is under defined. It depends what the
learning system is like. If it is like a human brain it would need a
sufficiently (lawfully) changing world to stimulate its neural
plasticity (rain, seasons, new buildings, death of pets, growth of its
own body).  That is a never ending series of connectible but new
situations to push the brain in different directions. Cat's eyes
deprived of stimulation go blind, so a brain in an unstimulating
environment might fail to develop.

So I would say that not only are certain dynamics important but there
should also be a large variety of externally presented examples.
Consider for example learning electronics, the metaphor of rivers and
dams is often used to teach it, but if the only example of fluid
dynamics you have come across is a flat pool of beads, then you might
not get the metaphor.  Similarly a kettle boiling dry might be used to
teach about part of the water cycle.

There may be lots of other subconscious  analogies of these sorts that
have to be made when we are young that we don't know about. It would
be my worry when implementing a virtual world for AI development.

If it is not like a human brain (in this respect), then the question
is a lot harder. Also are you expecting the AIs to make tools out of
the blocks and beads?

  Will


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-12 Thread Russell Wallace
On Tue, Jan 13, 2009 at 1:22 AM, Benjamin Johnston
 wrote:
> Actually, I think it would be easier, more useful and more portable to
> distribute the computation rather than trying to make it to run on a GPU.

If it would be easier, fair enough; I've never programmed a GPU, I
don't really know how difficult that is.


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-12 Thread Benjamin Johnston



I think this sort of virtual world is an excellent idea.

I agree with Benjamin Johnston's idea of a unified object model where
everything consists of beads.

I notice you mentioned distributing the computation. This would
certainly be valuable in the long run, but for the first version I
would suggest having each simulation instance run on a single machine
with the fastest physics capable GPU on the market, and accepting that
it will still run slower than real time. Let an experiment be an
overnight run, and use multiple machines by running multiple
experiments at the same time. That would make the programming for the
first version more tractable.
 

Actually, I think it would be easier, more useful and more portable to 
distribute the computation rather than trying to make it to run on a GPU.


This kind of computation is very local - objects can primarily interact 
only with objects that are nearby. A straightforward distribution scheme 
would be to partition the world spatially - slice up the world into 
different regions and run each region on a different PC. A first version 
might use a fixed partitioning, but more sophisticated versions could 
have partitions that grow or shrink according to their computational 
load, or could have partitions that are based on a balanced spatial 
indexing scheme.


I believe that my scheme is fairly scalable - in the order of O(n log n) 
(i.e., a fairly fixed local computation for each node in the graph, 
including a search in a spatial index to find its nearest neighbors). My 
current implementation is O(n^2) because I haven't done any indexing.


The great thing about solving distribution up front is that you improve 
the performance without any development costs, simply by throwing more 
computers at it. Consider, for example, that it only costs US$20/hour to 
rent 100 "High CPU" computers from Amazon EC2. That is a lot of 
computing power!


-Ben



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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-12 Thread Ben Goertzel
The problem with simulations that run slower than real time is that
they aren't much good for running AIs interactively with humans... and
for AGI we want the combination of social and physical interaction

However, I agree that for an initial prototype implementation of bead
physics that would be the best approach...

On Mon, Jan 12, 2009 at 5:30 AM, Russell Wallace
 wrote:
> I think this sort of virtual world is an excellent idea.
>
> I agree with Benjamin Johnston's idea of a unified object model where
> everything consists of beads.
>
> I notice you mentioned distributing the computation. This would
> certainly be valuable in the long run, but for the first version I
> would suggest having each simulation instance run on a single machine
> with the fastest physics capable GPU on the market, and accepting that
> it will still run slower than real time. Let an experiment be an
> overnight run, and use multiple machines by running multiple
> experiments at the same time. That would make the programming for the
> first version more tractable.
>
>
> ---
> agi
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-- 
Ben Goertzel, PhD
CEO, Novamente LLC and Biomind LLC
Director of Research, SIAI
b...@goertzel.org

"This is no place to stop -- half way between ape and angel"
-- Benjamin Disraeli


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-12 Thread Russell Wallace
I think this sort of virtual world is an excellent idea.

I agree with Benjamin Johnston's idea of a unified object model where
everything consists of beads.

I notice you mentioned distributing the computation. This would
certainly be valuable in the long run, but for the first version I
would suggest having each simulation instance run on a single machine
with the fastest physics capable GPU on the market, and accepting that
it will still run slower than real time. Let an experiment be an
overnight run, and use multiple machines by running multiple
experiments at the same time. That would make the programming for the
first version more tractable.


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-11 Thread Ben Goertzel
Linas,

I wrote a paper once speculating about quantum minds -- minds with
sensors directly at the quantum level ... I am sure they would develop
radically different cognitive structures than ours, perhaps including
doing reasoning using quantum logic and quantum probability theory ...
which would lead to extremely different inference control heuristics,
etc.

Anyway, yeah, I'm acutely aware there are more ways to sense the world
than humans are capable of unaided -- and I'm very enthused about
transhumanist tech for extending the human sensorium.  However, I  do
think human cognition is adapted in various deep and shallow ways to
the particular sensors and actuators we have ... and unravelling these
adaptations in detail would involve better knowledge of both "the math
of general cognition" and neuroscience than we have...

ben

On Sun, Jan 11, 2009 at 2:13 PM, Linas Vepstas  wrote:
> 2009/1/10 Nathan Cook :
>> What about vibration? We have specialized mechanoreceptors to detect
>> vibration (actually vibration and pressure - presumably there's processing
>> to separate the two). It's vibration that lets us feel fine texture, via the
>> stick-slip friction between fingertip and object.
>
> There are many different senses that can come into play.
> For humans, the primary ones are sight, sound and gross
> physical locations (bumping into something).
>
> Ben makes a point of saying "human-like AGI".
>
> If we were shooting for fish-like, we'd need to include
> the lateral line, which is a sensory organ that humans
> simply don't have (its used to detect movement and
> vibration)
>
> Of course, I'm interested in "science-like" AGI -- so,
> for example, in atomic-force microscopes (AFM), its been
> noticed that stiction (the stick/slip friction that you
> talk about) is a very good way of sensing atomic-scale
> properties.  There's been some effort to attach an AFM
> to a spring-and-lever-mounted, motorized ball/handle-grip,
> "haptic interface" so that humans could directly sense,
> via arm and  wrist muscles, atomic-scale Casimir forces
> & etc.
>
> My point is that the world of sensory input can be much
> richer than a small number of basic senses.  We can
> already augument human vision with infrared googles,
> but it would be even cooler to see in four primary colors
> (appearently 1 on 50 women (but no men) have more
> than three color receptors in their retina)  Now that would
> be something.
>
> --linas
>
>
> ---
> agi
> Archives: https://www.listbox.com/member/archive/303/=now
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Ben Goertzel, PhD
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Director of Research, SIAI
b...@goertzel.org

"This is no place to stop -- half way between ape and angel"
-- Benjamin Disraeli


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-11 Thread Linas Vepstas
2009/1/10 Nathan Cook :
> What about vibration? We have specialized mechanoreceptors to detect
> vibration (actually vibration and pressure - presumably there's processing
> to separate the two). It's vibration that lets us feel fine texture, via the
> stick-slip friction between fingertip and object.

There are many different senses that can come into play.
For humans, the primary ones are sight, sound and gross
physical locations (bumping into something).

Ben makes a point of saying "human-like AGI".

If we were shooting for fish-like, we'd need to include
the lateral line, which is a sensory organ that humans
simply don't have (its used to detect movement and
vibration)

Of course, I'm interested in "science-like" AGI -- so,
for example, in atomic-force microscopes (AFM), its been
noticed that stiction (the stick/slip friction that you
talk about) is a very good way of sensing atomic-scale
properties.  There's been some effort to attach an AFM
to a spring-and-lever-mounted, motorized ball/handle-grip,
"haptic interface" so that humans could directly sense,
via arm and  wrist muscles, atomic-scale Casimir forces
& etc.

My point is that the world of sensory input can be much
richer than a small number of basic senses.  We can
already augument human vision with infrared googles,
but it would be even cooler to see in four primary colors
(appearently 1 on 50 women (but no men) have more
than three color receptors in their retina)  Now that would
be something.

--linas


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-11 Thread Ben Goertzel
Neat!!

I like your approach (internal bead physics for modeling of observed
phenomena) and see no reason why it couldn't be incorporated into
OpenCog, actually.

Also, it seems possible that the same bead physics software library
could be used both inside a CogDevWorld, and inside an AI's "internal
simulation world"

Ben







On Sun, Jan 11, 2009 at 4:45 AM, Benjamin Johnston
 wrote:
> Hi Ben,
>
> I've been looking at the same problem from a different angle... rather than
> searching for simplified artificial worlds for an agent to live in, I've
> been searching for models of the world to be used directly for reasoning
> (i.e., the internal world for an agent situated in the real world).
>
>
> I'll be interested to see what you do with CogDevWorld, however you may be
> interested in some of the specifics of my approach:
>
>
> I take the approach that *everything* should be "beads". I model the world
> with 'beads' (that are point masses, and carry heat, color, etc), 'joins' to
> structure them together (and that can change under stress or heat) and
> 'surfaces' (convex hulls around small set of beads) that stop things from
> being permeable.
>
> Solid objects can be constructed from beads with rigid (but 'snap'-able)
> joins; flexible objects by beads with flexible joins; gases by weightless
> unjoined beads, and liquids/adhesives by 'local joins' that attract and
> repel their neighbours (to create incompressible liquids with surface
> tension).
>
> I like this approach because everything is uniform - not only does the same
> mechanism simulate liquids, solids and gases; but more importantly, new laws
> of physics can be added 'orthogonally' to the existing laws. The approach is
> flexible and open-ended.
>
> I haven't had the resources or time to explore the different laws of physics
> for such models, but it isn't hard to create realistic objects in simple
> environments. This approach is far more computationally expensive than, say,
> rigid-body physics of complete object models; but the locality of the
> computations means that it should scale very well. (In fact, the
> orthogonality of the laws of physics means that you could support many more
> physical laws than could be reasonable computed simultaneously, but only
> enable laws as they are relevant to particular problems - e.g., turning on
> laws of heat diffusion and state-of-matter changes only when the agent is
> interacting with, say, the fridge or fire).
>
> I outlined the basic principle in this paper:
> http://www.comirit.com/papers/commonsense07.pdf
> Since then, I've changed some of the details a bit (some were described in
> my AGI-08 paper), added convex hulls and experimented with more laws of
> physics; but the basic idea has stayed the same.
>
> -Ben
>
> -Original Message-
> From: Ben Goertzel [mailto:b...@goertzel.org]
> Sent: Saturday, 10 January 2009 9:58 AM
> To: agi@v2.listbox.com
> Subject: [agi] What Must a World Be That a Humanlike Intelligence May
> Develop In It?
>
> Hi all,
>
> I intend to submit the following paper to JAGI shortly, but I figured
> I'd run it past you folks on this list first, and incorporate any
> useful feedback into the draft I submit
>
> This is an attempt to articulate a virtual world infrastructure that
> will be adequate for the development of human-level AGI
>
> http://www.goertzel.org/papers/BlocksNBeadsWorld.pdf
>
> Most of the paper is taken up by conceptual and requirements issues,
> but at the end specific world-design proposals are made.
>
> This complements my earlier paper on AGI Preschool.  It attempts to
> define what kind of underlying virtual world infrastructure an
> effective AGI preschool would minimally require.
>
> thx
> Ben G
>
>
>
> --
> Ben Goertzel, PhD
> CEO, Novamente LLC and Biomind LLC
> Director of Research, SIAI
> b...@goertzel.org
>
> "I intend to live forever, or die trying."
> -- Groucho Marx
>
>
> ---
> agi
> Archives: https://www.listbox.com/member/archive/303/=now
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>
>
> ---
> agi
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>



-- 
Ben Goertzel, PhD
CEO, Novamente LLC and Biomind LLC
Director of Research, SIAI
b...@goertzel.org

"This is no place to stop -- half way between ape and angel"
-- Benjamin Disraeli


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RE: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-11 Thread Benjamin Johnston
Hi Ben,

I've been looking at the same problem from a different angle... rather than
searching for simplified artificial worlds for an agent to live in, I've
been searching for models of the world to be used directly for reasoning
(i.e., the internal world for an agent situated in the real world).


I'll be interested to see what you do with CogDevWorld, however you may be
interested in some of the specifics of my approach:


I take the approach that *everything* should be "beads". I model the world
with 'beads' (that are point masses, and carry heat, color, etc), 'joins' to
structure them together (and that can change under stress or heat) and
'surfaces' (convex hulls around small set of beads) that stop things from
being permeable. 

Solid objects can be constructed from beads with rigid (but 'snap'-able)
joins; flexible objects by beads with flexible joins; gases by weightless
unjoined beads, and liquids/adhesives by 'local joins' that attract and
repel their neighbours (to create incompressible liquids with surface
tension).

I like this approach because everything is uniform - not only does the same
mechanism simulate liquids, solids and gases; but more importantly, new laws
of physics can be added 'orthogonally' to the existing laws. The approach is
flexible and open-ended.

I haven't had the resources or time to explore the different laws of physics
for such models, but it isn't hard to create realistic objects in simple
environments. This approach is far more computationally expensive than, say,
rigid-body physics of complete object models; but the locality of the
computations means that it should scale very well. (In fact, the
orthogonality of the laws of physics means that you could support many more
physical laws than could be reasonable computed simultaneously, but only
enable laws as they are relevant to particular problems - e.g., turning on
laws of heat diffusion and state-of-matter changes only when the agent is
interacting with, say, the fridge or fire).

I outlined the basic principle in this paper:
http://www.comirit.com/papers/commonsense07.pdf
Since then, I've changed some of the details a bit (some were described in
my AGI-08 paper), added convex hulls and experimented with more laws of
physics; but the basic idea has stayed the same.

-Ben

-Original Message-
From: Ben Goertzel [mailto:b...@goertzel.org] 
Sent: Saturday, 10 January 2009 9:58 AM
To: agi@v2.listbox.com
Subject: [agi] What Must a World Be That a Humanlike Intelligence May
Develop In It?

Hi all,

I intend to submit the following paper to JAGI shortly, but I figured
I'd run it past you folks on this list first, and incorporate any
useful feedback into the draft I submit

This is an attempt to articulate a virtual world infrastructure that
will be adequate for the development of human-level AGI

http://www.goertzel.org/papers/BlocksNBeadsWorld.pdf

Most of the paper is taken up by conceptual and requirements issues,
but at the end specific world-design proposals are made.

This complements my earlier paper on AGI Preschool.  It attempts to
define what kind of underlying virtual world infrastructure an
effective AGI preschool would minimally require.

thx
Ben G



-- 
Ben Goertzel, PhD
CEO, Novamente LLC and Biomind LLC
Director of Research, SIAI
b...@goertzel.org

"I intend to live forever, or die trying."
-- Groucho Marx


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-10 Thread Ronald C. Blue
It turns out that nerve cells require physical vibrations to work correctly.  
An odd discovery to say the least.  But movement of an electrostatic charge in 
a standing electromagnetic polarization field may be useful for measuring the 
vibrations of odor molecules for the odor system.  Part of an odor molecule 
moves in an out of the pore of a nerve cell.  An odor signal then would be a 
summation of averages of the different parts being stored on a standing wave 
pattern of about 30 hertz.  You can duplicate any odor if you can get the same 
ratio of the small parts of the original molecule.

  - Original Message - 
  From: Nathan Cook 
  To: agi@v2.listbox.com 
  Sent: Saturday, January 10, 2009 4:27 PM
  Subject: Re: [agi] What Must a World Be That a Humanlike Intelligence May 
Develop In It?


  What about vibration? We have specialized mechanoreceptors to detect 
vibration (actually vibration and pressure - presumably there's processing to 
separate the two). It's vibration that lets us feel fine texture, via the 
stick-slip friction between fingertip and object.

  On a related note, even a very fine powder of very low friction feels 
different to water - how can you capture the sensation of water using beads and 
blocks of a reasonably large size?

  -- 
  Nathan Cook


--
agi | Archives  | Modify Your Subscription  



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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-10 Thread Ben Goertzel
> The model feels underspecified to me, but I'm OK with that, the ideas
> conveyed. It doesn't feel fair to insist there's no fluid dynamics
> modeled though ;-)

Yes, the next step would be to write out detailed equations for the
model.  I didn't do that in the paper because I figured that would be
a fairly empty exercise unless I also implemented some kind of simple
simulation of the model.  With this sort of thing, it's easy to write
down equations that look good, but one doesn't really know if they
make sense till one's run some simulations, done some parameter
tuning, etc.

Which seems like a quite fun exercise, but I just didn't get to it
yet... actually it would be sensible to do this together with some
nice visualization...

ben


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-10 Thread Nathan Cook
2009/1/10 Lukasz Stafiniak :
> On Sat, Jan 10, 2009 at 11:02 PM, Ben Goertzel  wrote:
>>> On a related note, even a very fine powder of very low friction feels
>>> different to water - how can you capture the sensation of water using beads
>>> and blocks of a reasonably large size?
>>
>> The objective of a CogDevWorld such as BlocksNBeadsWorld is explicitly
>> **not** to precisely simulate the sensations of being in the real
>> world.
>>
>> My question to you is: What important cognitive ability is drastically
>> more easily developable given a world that contains a distinction
>> between fluids and various sorts of bead-conglomerates?
>>
> The objection is not valid in equating beads with dry powder. Certain
> forms of adhesion of the beads form a good approximation to fluids.
> You can have your hand "wet" with sticky beads etc.
>

This would require at least a two-factor adhesion-cohesion model. But
Ben has a good rejoinder to my comment.
-- 
Nathan Cook


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-10 Thread Lukasz Stafiniak
On Sat, Jan 10, 2009 at 11:02 PM, Ben Goertzel  wrote:
>> On a related note, even a very fine powder of very low friction feels
>> different to water - how can you capture the sensation of water using beads
>> and blocks of a reasonably large size?
>
> The objective of a CogDevWorld such as BlocksNBeadsWorld is explicitly
> **not** to precisely simulate the sensations of being in the real
> world.
>
> My question to you is: What important cognitive ability is drastically
> more easily developable given a world that contains a distinction
> between fluids and various sorts of bead-conglomerates?
>
The objection is not valid in equating beads with dry powder. Certain
forms of adhesion of the beads form a good approximation to fluids.
You can have your hand "wet" with sticky beads etc.

The model feels underspecified to me, but I'm OK with that, the ideas
conveyed. It doesn't feel fair to insist there's no fluid dynamics
modeled though ;-)

Best regards.


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-10 Thread Ben Goertzel
On Sat, Jan 10, 2009 at 4:27 PM, Nathan Cook  wrote:
> What about vibration? We have specialized mechanoreceptors to detect
> vibration (actually vibration and pressure - presumably there's processing
> to separate the two). It's vibration that lets us feel fine texture, via the
> stick-slip friction between fingertip and object.

Actually, letting beads vibrate at various frequencies would seem
perfectly reasonable ... and could lead to interesting behaviors in
sets of flexibly coupled beads.

I think this would be a good addition to the model, thanks!

> On a related note, even a very fine powder of very low friction feels
> different to water - how can you capture the sensation of water using beads
> and blocks of a reasonably large size?

The objective of a CogDevWorld such as BlocksNBeadsWorld is explicitly
**not** to precisely simulate the sensations of being in the real
world.

My question to you is: What important cognitive ability is drastically
more easily developable given a world that contains a distinction
between fluids and various sorts of bead-conglomerates?

-- Ben G


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-10 Thread Nathan Cook
What about vibration? We have specialized mechanoreceptors to detect
vibration (actually vibration and pressure - presumably there's processing
to separate the two). It's vibration that lets us feel fine texture, via the
stick-slip friction between fingertip and object.

On a related note, even a very fine powder of very low friction feels
different to water - how can you capture the sensation of water using beads
and blocks of a reasonably large size?

-- 
Nathan Cook



---
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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-09 Thread Ronald C. Blue
Not really related to your topic, but it sort of isMany years ago 
Disney made a movie about an alien cat that was telepathic and came to earth 
in a Flying saucer.

A stupid movie because cats can not develop the technology to do this.

Recently I realized that while cat can not do this a species like us can 
transplant computer interface chips into cats to allow them to communicate 
to our robots, computers, and manufacturing
robot factory.  We die out as a species for unknown reasons but the cat 
continues our civilization.


In other words a cat can pilot a UFO and land on earth to investigate the 
life on earth.


Ron Blue
Assistant Professor of Psychology
Lehigh Carbon Community College
rb...@lccc.edu



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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-09 Thread Ben Goertzel
It's actually  mentioned there, though not emphasized... there's a
section on senses...

ben g

On Fri, Jan 9, 2009 at 8:10 PM, Eric Burton  wrote:
> Goertzel this is an interesting line of investigation. What about in
> world sound perception?
>
> On 1/9/09, Ben Goertzel  wrote:
>> Hi all,
>>
>> I intend to submit the following paper to JAGI shortly, but I figured
>> I'd run it past you folks on this list first, and incorporate any
>> useful feedback into the draft I submit
>>
>> This is an attempt to articulate a virtual world infrastructure that
>> will be adequate for the development of human-level AGI
>>
>> http://www.goertzel.org/papers/BlocksNBeadsWorld.pdf
>>
>> Most of the paper is taken up by conceptual and requirements issues,
>> but at the end specific world-design proposals are made.
>>
>> This complements my earlier paper on AGI Preschool.  It attempts to
>> define what kind of underlying virtual world infrastructure an
>> effective AGI preschool would minimally require.
>>
>> thx
>> Ben G
>>
>>
>>
>> --
>> Ben Goertzel, PhD
>> CEO, Novamente LLC and Biomind LLC
>> Director of Research, SIAI
>> b...@goertzel.org
>>
>> "I intend to live forever, or die trying."
>> -- Groucho Marx
>>
>>
>> ---
>> agi
>> Archives: https://www.listbox.com/member/archive/303/=now
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>
>
> ---
> agi
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-- 
Ben Goertzel, PhD
CEO, Novamente LLC and Biomind LLC
Director of Research, SIAI
b...@goertzel.org

"I intend to live forever, or die trying."
-- Groucho Marx


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Re: [agi] What Must a World Be That a Humanlike Intelligence May Develop In It?

2009-01-09 Thread Eric Burton
Goertzel this is an interesting line of investigation. What about in
world sound perception?

On 1/9/09, Ben Goertzel  wrote:
> Hi all,
>
> I intend to submit the following paper to JAGI shortly, but I figured
> I'd run it past you folks on this list first, and incorporate any
> useful feedback into the draft I submit
>
> This is an attempt to articulate a virtual world infrastructure that
> will be adequate for the development of human-level AGI
>
> http://www.goertzel.org/papers/BlocksNBeadsWorld.pdf
>
> Most of the paper is taken up by conceptual and requirements issues,
> but at the end specific world-design proposals are made.
>
> This complements my earlier paper on AGI Preschool.  It attempts to
> define what kind of underlying virtual world infrastructure an
> effective AGI preschool would minimally require.
>
> thx
> Ben G
>
>
>
> --
> Ben Goertzel, PhD
> CEO, Novamente LLC and Biomind LLC
> Director of Research, SIAI
> b...@goertzel.org
>
> "I intend to live forever, or die trying."
> -- Groucho Marx
>
>
> ---
> agi
> Archives: https://www.listbox.com/member/archive/303/=now
> RSS Feed: https://www.listbox.com/member/archive/rss/303/
> Modify Your Subscription:
> https://www.listbox.com/member/?&;
> Powered by Listbox: http://www.listbox.com
>


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