Re: Information theoretic approaches to AGI (was Re: [agi] The Necessity of Embodiment)
Matt Below is a sampling of my peer reviewed conference presentations on my background ethical theory ... This should elevate me above the common crackpot # Talks a.. Presentation of a paper at ISSS 2000 (International Society for Systems Sciences) Conference in Toronto, Canada on various aspects of the new science of Powerplay Politics. · Toward a Science of Consciousness: TUCSON April 8-12, 2002 Tucson Convention Center, Tucson, Arizona-sponsored by the Center for Consciousness Studies-University of Arizona (poster presentation). · John presented a poster at the 8th International Tsukaba Bioethics Conference at Tsukaba, Japan on Feb. 15 to 17, 2003. · John has presented his paper - The Communicational Factors Underlying the Mental Disorders at the 2006 Annual Conf. of the Western Psychological Association at Palm Springs, CA Honors a.. Honors Diploma for Research in Biological Sciences (June 1977) - Univ. of Calif. Irvine. b.. John is a member of the APA and the American Philosophical Association. LaMuth, J. E. (1977). The Development of the Forebrain as an Elementary Function of the Parameters of Input Specificity and Phylogenetic Age. J. U-grad Rsch: Bio. Sci. U. C. Irvine. (6): 274-294. LaMuth, J. E. (2000). A Holistic Model of Ethical Behavior Based Upon a Metaperspectival Hierarchy of the Traditional Groupings of Virtue, Values, Ideals. Proceedings of the 44th Annual World Congress for the Int. Society for the Systems Sciences - Toronto. LaMuth, J. E. (2003). Inductive Inference Affective Language Analyzer Simulating AI. - US Patent # 6,587,846. LaMuth, J. E. (2004). Behavioral Foundations for the Behaviourome / Mind Mapping Project. Proceedings for the Eighth International Tsukuba Bioethics Roundtable,Tsukuba, Japan. LaMuth, J. E. (2005). A Diagnostic Classification of the Emotions: A Three-Digit Coding System for Affective Language. Lucerne Valley: Fairhaven. LaMuth, J. E. (2007). Inductive Inference Affective Language Analyzer Simulating Transitional AI. - US Patent # 7,236,963. ** Although I currently have no working model, I am collaborating on a working prototype. I was responding to your challenge for ...an example of a mathematical, software, biological, or physical example of RSI, or at least a plausible argument that one could be created I feel I have proposed a plausible argument, and considering the great stakes involved concerning ethical safeguards for AI, an avenue worthy of critique ... More on this in the last half of ) www.angelfire.com/rnb/fairhaven/specs.html John LaMuth www.ethicalvalues.com - Original Message - From: Matt Mahoney To: agi@v2.listbox.com Sent: Monday, August 25, 2008 7:30 AM Subject: Re: Information theoretic approaches to AGI (was Re: [agi] The Necessity of Embodiment) John, I have looked at your patent and various web pages. You list a lot of nice sounding ethical terms (honor, love, hope, peace, etc) but give no details on how to implement them. You have already admitted that you have no experimental results, haven't actually built anything, and have no other results such as refereed conference or journal papers describing your system. If I am wrong about this, please let me know. -- Matt Mahoney, [EMAIL PROTECTED] - Original Message From: John LaMuth [EMAIL PROTECTED] To: agi@v2.listbox.com Sent: Sunday, August 24, 2008 11:21:30 PM Subject: Re: Information theoretic approaches to AGI (was Re: [agi] The Necessity of Embodiment) - Original Message - From: Matt Mahoney [EMAIL PROTECTED] To: agi@v2.listbox.com Sent: Sunday, August 24, 2008 2:46 PM Subject: Re: Information theoretic approaches to AGI (was Re: [agi] The Necessity of Embodiment) I have challenged this list as well as the singularity and SL4 lists to come up with an example of a mathematical, software, biological, or physical example of RSI, or at least a plausible argument that one could be created, and nobody has. To qualify, an agent has to modify itself or create a more intelligent copy of itself according to an intelligence test chosen by the original. The following are not examples of RSI: 1. Evolution of life, including humans. 2. Emergence of language, culture, writing, communication technology, and computers. -- Matt Mahoney, [EMAIL PROTECTED] ### * Matt Where have you been for the last 2 months ?? I had been talking then about my 2 US Patents for ethical/friendly AI along lines of a recursive simulation targeting
Re: [agi] How Would You Design a Play Machine?
2008/8/24 Mike Tintner [EMAIL PROTECTED]: Just a v. rough, first thought. An essential requirement of an AGI is surely that it must be able to play - so how would you design a play machine - a machine that can play around as a child does? Play may be about characterising the state space. As an embodied entity you need to know which areas of the space are relatively predictable and which are not. Armed with this knowledge when planning an action in future you can make a reasonable estimate of the possible range of outcomes or affordances, which may be very useful in practical situations. You'll notice that play tends to be directed towards activities with high novelty. With enough experience through play an unfamiliar or novel situation can be decomposed into a set of more predictable outcomes. Eventually the novelty wears off because prediction matches observation, and so the system moves on. Finding new novel situations to explore may involve the deliberate introduction of random or risky (seemingly mal-adaptive) behavior. --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] How Would You Design a Play Machine?
On Tue, Aug 26, 2008 at 8:09 AM, Terren Suydam [EMAIL PROTECTED] wrote: I know we've gotten a little off-track here from play, but the really interesting question I would pose to you non-embodied advocates is: how in the world will you motivate your creation? I suppose that you won't. You'll just tell it what to do (specify its goals) and it will do it, because it has no autonomy at all. Am I guilty of anthropomorphizing if I say autonomy is important to intelligence? This is fuzzy, mysterious and frustrating. Unless you *functionally* explain what you mean by autonomy and embodiment, the conversation degrades to a kind of meaningless philosophy that occupied some smart people for thousands of years without any results. -- Vladimir Nesov [EMAIL PROTECTED] http://causalityrelay.wordpress.com/ --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] How Would You Design a Play Machine?
Bob M: Play may be about characterising the state space. As an embodied entity you need to know which areas of the space are relatively predictable and which are not. Armed with this knowledge when planning an action in future you can make a reasonable estimate of the possible range of outcomes or affordances, which may be very useful in practical situations. You'll notice that play tends to be directed towards activities with high novelty. With enough experience through play an unfamiliar or novel situation can be decomposed into a set of more predictable outcomes. What I was particularly interested in asking you is the following: part of the condition of being human is that you have to not just explore the outside world, but your own body and brain. And in fact it's potentially endless, because the degrees of freedom and range of possibilities for both are vast. So there is room to never stop exploring and developing your golf swing, say, or working out new ways to dredge out well-buried memories, and integrate them into new structures - for example, we can all develop a memory for dialogue, say, or for physical structures, (incl. from the past). Clearly, play along with development generally are a part of self-(one-s-own-system)-exploration. Now robots too have similarly vast if not quite so vast possibilities of movement and thought. So in principle it sounds like a good, if not long-term essential idea to have them play and explore themselves as humans do. In principle, it would be a good idea for a pure AGI computer to explore its own vast possibilities/ways-of-thinking. Is anyone trying to design a self-exploring robot or computer? Does this principle have a name? --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] How Would You Design a Play Machine?
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 RSS Feed: https://www.listbox.com/member/archive/rss/303/ Modify Your Subscription: https://www.listbox.com/member/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] How Would You Design a Play Machine?
Terren:I know we've gotten a little off-track here from play, but the really interesting question I would pose to you non-embodied advocates is: how in the world will you motivate your creation? Again, I think you're missing out the most important aspect of having a body , ( is there a good definition of this? I think roboticists make some kind of deal of it). A body IS play, in a broad sense. It's first of all continuously *roving.* -continuously moving, continuously thinking, *whether something is called for or not* (unlike machines which only act to order). Frankly, the idea that a human or animal body and brain are programmed in an *extended* way - for a minute of continuous action, say, as opposed to short routines/habits tossed together, can't be taken seriously - we have a major problem concentrating, following a train of thought or sticking to a train of movement, for that long. Our mind is continuously going off at tangents. The plus side of that is that we are highly adaptable and flexible - very ready to get a new handle on things. The second, still more important advantage of a body, (the part, I think, that roboticists stress) is that it incorporates a vast range of possibilities which surely *do not have to be laboriously pre-specified* - vast ranges of possible movement and thought that can be playfully explored as required, rather than explicitly coded for beforehand. Start moving your hand around, twiddling your fingers independently together, and twisting the whole unit, every which way.It's never-ending. And a good deal of it will be novel. So the basic general principle of learning any new movement, presumably,is have a stab at it - stick your hand out at the object in a loosely appropriate shape, and then play around with your grip/handling - explore your body's range of possibilities. There's no beforehand. Ditto the brain has a vast capacity for ranges of free *non-pre-specified* association - start thinking of - visualising - your screwdriver. Now think of similar *shapes*. You should find you can keep going for a good while - a stream of new, divergent, not convergently, algorithmically pre-arranged associations, (as Kauffman insists).The brain is designed for free, unprogrammed association in a way that computers clearly haven't been - or haven't been to date. It can freely handle and play with ideas as the hand can objects. God/Evolution clearly looked at Matt's bill for an army of programmers to develop an AGI, and decided He couldn't afford it - he'd try something simpler and more ingenious. Play around first, program routines second, develop culture and AI third. P.S. The whole concept of an unembodied intelligence is a nonsense. There is *no such thing*. The real distinction, presumably, is between embodied intelligences that can control their bodies, like humans, and those, like computers to date, that can't (or barely). Unembodied intelligences don't and *can't* exist. *Self-control* - being able to control your body - is perhaps the most vital dimension of having a body in the sense of the standard debate. Without that, you can't understand the distinction between inert matter and life - one of the most fundamental early distinctions in understanding the world. Without that, I doubt that you can really understand anything. --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] How Would You Design a Play Machine?
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 https://www.listbox.com/member/archive/rss/303/ | Modifyhttps://www.listbox.com/member/?;Your Subscription http://www.listbox.com -- 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 --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] How Would You Design a Play Machine?
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 https://www.listbox.com/member/archive/rss/303/ | Modifyhttps://www.listbox.com/member/?;Your Subscription http://www.listbox.com -- 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 --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] How Would You Design a Play Machine?
Examples of the kind of similarity I'm thinking of: -- The analogy btw chess or go and military strategy -- The analogy btw roughhousing and actual fighting In logical terms, these are intensional rather than extensional similarities ben On Tue, Aug 26, 2008 at 9:38 AM, Mike Tintner [EMAIL PROTECTED]wrote: Ben: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 Ben, The be-all and end-all here though, I presume is similarity. Is it a logic-al concept? Finding similarities - rough likenesses as opposed to rational, precise, logicomathematical commonalities - is actually, I would argue, a process of imagination and (though I can't find a ready term) physical/embodied improvisation. Hence rational, logical, computing approaches have failed to produce any new (in the normal sense of surprising) metaphors or analogies or be creative. Maybe you could give an example of what you mean by similarity -- *agi* | Archives https://www.listbox.com/member/archive/303/=now https://www.listbox.com/member/archive/rss/303/ | Modifyhttps://www.listbox.com/member/?;Your Subscription http://www.listbox.com -- 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 --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] The Necessity of Embodiment
On Tue, Aug 26, 2008 at 7:53 AM, Terren Suydam [EMAIL PROTECTED] wrote: Or take any number of ethical dilemmas, in which it's ok to steal food if it's to feed your kids. Or killing ten people to save twenty. etc. How do you define Friendliness in these circumstances? Depends on the context. Friendliness is not object-level output of AI, not individual decisions that it makes in certain contexts. Friendliness is a conceptual dynamics that is embodied by AI, underlying any specific decisions. And likewise Friendliness is derived not from individual actions of humans, but from underlying dynamics imperfectly implemented in humans, which in turn doesn't equate with implementation of humans, but is an aspect of this implementation which we can roughly refer to. -- Vladimir Nesov [EMAIL PROTECTED] http://causalityrelay.wordpress.com/ --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] How Would You Design a Play Machine?
On Tue, Aug 26, 2008 at 2:38 PM, Mike Tintner [EMAIL PROTECTED] wrote: The be-all and end-all here though, I presume is similarity. Is it a logic-al concept? Finding similarities - rough likenesses as opposed to rational, precise, logicomathematical commonalities - is actually, I would argue, a process of imagination and (though I can't find a ready term) physical/embodied improvisation. Hence rational, logical, computing approaches have failed to produce any new (in the normal sense of surprising) metaphors or analogies or be creative. Maybe you could give an example of what you mean by similarity See AM, Eurisko, Copycat. --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: Information theoretic approaches to AGI (was Re: [agi] The Necessity of Embodiment)
Thanks very much for the info. I found those articles very interesting. Actually though this is not quite what I had in mind with the term information-theoretic approach. I wasn't very specific, my bad. What I am looking for is a a theory behind the actual R itself. These approaches (correnct me if I'm wrong) give an r-function for granted and work from that. In real life that is not the case though. What I'm looking for is how the AGI will create that function. Because the AGI is created by humans, some sort of direction will be given by the humans creating them. What kind of direction, in mathematical terms, is my question. In other words I'm looking for a way to mathematically define how the AGI will mathematically define its goals. Valentina On 8/23/08, Matt Mahoney [EMAIL PROTECTED] wrote: Valentina Poletti [EMAIL PROTECTED] wrote: I was wondering why no-one had brought up the information-theoretic aspect of this yet. It has been studied. For example, Hutter proved that the optimal strategy of a rational goal seeking agent in an unknown computable environment is AIXI: to guess that the environment is simulated by the shortest program consistent with observation so far [1]. Legg and Hutter also propose as a measure of universal intelligence the expected reward over a Solomonoff distribution of environments [2]. These have profound impacts on AGI design. First, AIXI is (provably) not computable, which means there is no easy shortcut to AGI. Second, universal intelligence is not computable because it requires testing in an infinite number of environments. Since there is no other well accepted test of intelligence above human level, it casts doubt on the main premise of the singularity: that if humans can create agents with greater than human intelligence, then so can they. Prediction is central to intelligence, as I argue in [3]. Legg proved in [4] that there is no elegant theory of prediction. Predicting all environments up to a given level of Kolmogorov complexity requires a predictor with at least the same level of complexity. Furthermore, above a small level of complexity, such predictors cannot be proven because of Godel incompleteness. Prediction must therefore be an experimental science. There is currently no software or mathematical model of non-evolutionary recursive self improvement, even for very restricted or simple definitions of intelligence. Without a model you don't have friendly AI; you have accelerated evolution with AIs competing for resources. References 1. Hutter, Marcus (2003), A Gentle Introduction to The Universal Algorithmic Agent {AIXI}, in Artificial General Intelligence, B. Goertzel and C. Pennachin eds., Springer. http://www.idsia.ch/~marcus/ai/aixigentle.htm 2. Legg, Shane, and Marcus Hutter (2006), A Formal Measure of Machine Intelligence, Proc. Annual machine learning conference of Belgium and The Netherlands (Benelearn-2006). Ghent, 2006. http://www.vetta.org/documents/ui_benelearn.pdf 3. http://cs.fit.edu/~mmahoney/compression/rationale.html 4. Legg, Shane, (2006), Is There an Elegant Universal Theory of Prediction?, Technical Report IDSIA-12-06, IDSIA / USI-SUPSI, Dalle Molle Institute for Artificial Intelligence, Galleria 2, 6928 Manno, Switzerland. http://www.vetta.org/documents/IDSIA-12-06-1.pdf -- Matt Mahoney, [EMAIL PROTECTED] --- 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 -- A true friend stabs you in the front. - O. Wilde Einstein once thought he was wrong; then he discovered he was wrong. For every complex problem, there is an answer which is short, simple and wrong. - H.L. Mencken --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] How Would You Design a Play Machine?
That's a fair criticism. I did explain what I mean by embodiment in a previous post, and what I mean by autonomy in the article of mine I referenced. But I do recognize that in both cases there is still some ambiguity, so I will withdraw the question until I can formulate it in more concise terms. Terren --- On Tue, 8/26/08, Vladimir Nesov [EMAIL PROTECTED] wrote: This is fuzzy, mysterious and frustrating. Unless you *functionally* explain what you mean by autonomy and embodiment, the conversation degrades to a kind of meaningless philosophy that occupied some smart people for thousands of years without any results. -- Vladimir Nesov [EMAIL PROTECTED] http://causalityrelay.wordpress.com/ --- 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 --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] The Necessity of Embodiment
Are you saying Friendliness is not context-dependent? I guess I'm struggling to understand what a conceptual dynamics would mean that isn't dependent on context. The AGI has to act, and at the end of the day, its actions are our only true measure of its Friendliness. So I'm not sure what it could mean to say that Friendliness isn't expressed in individual decisions. --- On Tue, 8/26/08, Vladimir Nesov [EMAIL PROTECTED] wrote: Friendliness is not object-level output of AI, not individual decisions that it makes in certain contexts. Friendliness is a conceptual dynamics that is embodied by AI, underlying any specific decisions. And likewise Friendliness is derived not from individual actions of humans, but from underlying dynamics imperfectly implemented in humans, which in turn doesn't equate with implementation of humans, but is an aspect of this implementation which we can roughly refer to. -- Vladimir Nesov [EMAIL PROTECTED] http://causalityrelay.wordpress.com/ --- 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 --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] The Necessity of Embodiment
On Mon, Aug 25, 2008 at 11:09 PM, Terren Suydam [EMAIL PROTECTED] wrote: --- On Sun, 8/24/08, Vladimir Nesov [EMAIL PROTECTED] wrote: On Sun, Aug 24, 2008 at 5:51 PM, Terren Suydam What is the point of building general intelligence if all it does is takes the future from us and wastes it on whatever happens to act as its goal? Indeed. Personally, I have no desire to build anything smarter than humans. That's a deal with the devil, so to speak, and one I believe most ordinary folks would be afraid to endorse, especially if they were made aware of the risks. The Singularity is not an inevitability, if we demand approaches that are safe in principle. And self-modifying approaches are not safe, assuming that they could work. But what is safe, and how to improve safety? This is a complex goal for complex environment, and naturally any solution to this goal is going to be very intelligent. Arbitrary intelligence is not safe (fatal, really), but what is safe is also intelligent. I'm all for limiting the intelligence of our creations before they ever get to the point that they can build their own or modify themselves. I'm against self-modifying approaches, largely because I don't believe it's possible to constrain their actions in the way Eliezer hopes. Iterative, recursive processes are generally emergent and unpredictable (the interesting ones, anyway). Not sure what kind of guarantees you could make for such systems in light of such emergent unpredictability. There is no law that makes large computations less lawful than small computations, if it is in the nature of computation to preserve certain invariants. A computation that multiplies two huge numbers isn't inherently more unpredictable than computation that multiplies two small numbers. If device A is worse than device B at carrying out action X, device A is worse for the job, period. The fact that you call device A more intelligence than B is irrelevant. Being a more complicated computation is a consequence, not the cause, of being *better* at carrying out the task. You don't build *a* more intelligent machine, hope that it will be better, but find out that it's actually very good at being fatal. Instead, you build a machine that will be better, and as a side effect it turns out to be more intelligent, or more complicated. Likewise, self-modification in not an end in itself, but means to implement the complexity and efficiency required for better performance. The complexity that gets accumulated this way is not accidental, it doesn't make the AI less reliable, because it's being implemented precisely for the purpose of making AI better, and if it's expected to make it worse, then it's not done. You have intuitive expectation that making Z will make AI uncontrollable, which will lead to a bad outcome, and so you point out that this design that suggests doing Z will turn out bad. But the answer is that AI itself will check whether Z is expected to lead to a good outcome before making a decision to implement Z. I don't deny the possibility of disaster. But my stance is, if the only approach you have to mitigate disaster is being able to control the AI itself, well, the game is over before you even start it. It seems profoundly naive to me that anyone could, even in principle, guarantee a super-intelligent AI to renormalize, in whatever sense that means. Then you have the difference between theory and practice... just forget it. Why would anyone want to gamble on that? This remark makes my note that the field of AI actually did something for the last 50 years not that minor. Again you make an argument from ignorance: I do not know how to do it, nobody knows how to do it, therefore it can not be done. Argue from knowledge, not from ignorance. If you know the path, follow it, describe it. If you know that the path has a certain property, show it. If you know that a class of algorithms doesn't find a path, say that these algorithms won't give the answer. But if you are lost, if your map is blank, don't assert that the territory is blank also, for you don't know. (answering to the article) Intelligence was created by a blind idiot evolutionary process that has no foresight and no intelligence. Of course it can be designed. Intelligence is all that evolution is, but immensely faster, better and flexible. In certain domains, this is true (and AI has historically been about limiting research to those domains). But intelligence, as we know it, is limited in ways that evolution is not. Intelligence is limited to reasoning about causality, a causality we structure by modeling the world around us in such a way that we can predict it. Models, however, are not perfect. Evolution does not suffer from this limitation, because as you say, it has no intelligence. Whatever works, works. Human intelligence is limited, and indeed this argument might be valid, for example chimps are somewhat intelligent, immensely
Re: Information theoretic approaches to AGI (was Re: [agi] The Necessity of Embodiment)
Valentina:In other words I'm looking for a way to mathematically define how the AGI will mathematically define its goals. Holy Non-Existent Grail? Has any new branch of logic or mathematics ever been logically or mathematically (axiomatically) derivable from any old one? e.g. topology, Riemannian geometry, complexity theory, fractals, free-form deformation etc etc --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] How Would You Design a Play Machine?
I don't think it's necessary to be self-aware to do self-modifications. Self-awareness implies that the entity has a model of the world that separates self from other, but this kind of distinction is not necessary to do self-modifications. It could act on itself without the awareness that it was acting on itself. (Goedelian machines would qualify, imo). The reverse is true, as well. Humans are self aware but we cannot improve ourselves in the dangerous ways we talk about with the hard-takeoff scenarios of the Singularity. We ought to be worried about self-modifying agents, yes, but self-aware agents that can't modify themselves are much less worrying. They're all around us. --- On Tue, 8/26/08, David Hart [EMAIL PROTECTED] wrote: From: David Hart [EMAIL PROTECTED] Subject: Re: [agi] How Would You Design a Play Machine? To: agi@v2.listbox.com Date: Tuesday, August 26, 2008, 8:20 AM 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 | Modify Your Subscription --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] The Necessity of Embodiment
On Tue, Aug 26, 2008 at 8:05 PM, Terren Suydam [EMAIL PROTECTED] wrote: Are you saying Friendliness is not context-dependent? I guess I'm struggling to understand what a conceptual dynamics would mean that isn't dependent on context. The AGI has to act, and at the end of the day, its actions are our only true measure of its Friendliness. So I'm not sure what it could mean to say that Friendliness isn't expressed in individual decisions. It is expressed in individual decisions, but it isn't these decisions themselves. If a decision is context-dependent, it doesn't translate into Friendliness being context-dependent (what would it even mean?). Friendliness is an algorithm implemented in a calculator (or an algorithm for assembling a calculator), it is not the digits that show on its display depending on what buttons were pressed. On the other hand, the initial implementation of Friendliness leads to very different dynamics, depending on what sort of morality it is referred to (see http://www.overcomingbias.com/2008/08/mirrors-and-pai.html ). -- Vladimir Nesov [EMAIL PROTECTED] http://causalityrelay.wordpress.com/ --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] The Necessity of Embodiment
If Friendliness is an algorithm, it ought to be a simple matter to express what the goal of the algorithm is. How would you define Friendliness, Vlad? --- On Tue, 8/26/08, Vladimir Nesov [EMAIL PROTECTED] wrote: It is expressed in individual decisions, but it isn't these decisions themselves. If a decision is context-dependent, it doesn't translate into Friendliness being context-dependent (what would it even mean?). Friendliness is an algorithm implemented in a calculator (or an algorithm for assembling a calculator), it is not the digits that show on its display depending on what buttons were pressed. On the other hand, the initial implementation of Friendliness leads to very different dynamics, depending on what sort of morality it is referred to (see http://www.overcomingbias.com/2008/08/mirrors-and-pai.html ). -- Vladimir Nesov [EMAIL PROTECTED] http://causalityrelay.wordpress.com/ --- 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 --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] The Necessity of Embodiment
On Tue, Aug 26, 2008 at 8:54 PM, Terren Suydam [EMAIL PROTECTED] wrote: If Friendliness is an algorithm, it ought to be a simple matter to express what the goal of the algorithm is. How would you define Friendliness, Vlad? Algorithm doesn't need to be simple. The actual Friendly AI that started to incorporate properties of human morality in it is a very complex algorithm, and so is the human morality itself. Original implementation of Friendly AI won't be too complex though, it'll only need to refer to the complexity outside in a right way, so that it'll converge on dynamic with the right properties. Figuring out what this original algorithm needs to be, not to count the technical difficulties of implementing it, is very tricky though. You start from the question what is the right thing to do? applied in the context of unlimited optimization power, and work on extracting a technical answer, surfacing the layers of hidden machinery that underlie this question when *you* think about it, translating the question into a piece of engineering that answers it, and this is Friendly AI. -- Vladimir Nesov [EMAIL PROTECTED] http://causalityrelay.wordpress.com/ --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] The Necessity of Embodiment
I didn't say the algorithm needs to be simple, I said the goal of the algorithm ought to be simple. What are you trying to compute? Your answer is, what is the right thing to do? The obvious next question is, what does the right thing mean? The only way that the answer to that is not context-dependent is if there's such a thing as objective morality, something you've already dismissed by referring to the there are no universally compelling arguments post on the Overcoming Bias blog. You have to concede here that Friendliness is not objective. Therefore, it cannot be expressed formally. It can only be approximated, with error. --- On Tue, 8/26/08, Vladimir Nesov [EMAIL PROTECTED] wrote: From: Vladimir Nesov [EMAIL PROTECTED] Subject: Re: [agi] The Necessity of Embodiment To: agi@v2.listbox.com Date: Tuesday, August 26, 2008, 1:21 PM On Tue, Aug 26, 2008 at 8:54 PM, Terren Suydam [EMAIL PROTECTED] wrote: If Friendliness is an algorithm, it ought to be a simple matter to express what the goal of the algorithm is. How would you define Friendliness, Vlad? Algorithm doesn't need to be simple. The actual Friendly AI that started to incorporate properties of human morality in it is a very complex algorithm, and so is the human morality itself. Original implementation of Friendly AI won't be too complex though, it'll only need to refer to the complexity outside in a right way, so that it'll converge on dynamic with the right properties. Figuring out what this original algorithm needs to be, not to count the technical difficulties of implementing it, is very tricky though. You start from the question what is the right thing to do? applied in the context of unlimited optimization power, and work on extracting a technical answer, surfacing the layers of hidden machinery that underlie this question when *you* think about it, translating the question into a piece of engineering that answers it, and this is Friendly AI. -- Vladimir Nesov [EMAIL PROTECTED] http://causalityrelay.wordpress.com/ --- 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 --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] The Necessity of Embodiment
On Tue, Aug 26, 2008 at 9:54 PM, Terren Suydam [EMAIL PROTECTED] wrote: I didn't say the algorithm needs to be simple, I said the goal of the algorithm ought to be simple. What are you trying to compute? Your answer is, what is the right thing to do? The obvious next question is, what does the right thing mean? This is a part where you begin answering that question. The only way that the answer to that is not context-dependent is if there's such a thing as objective morality, something you've already dismissed by referring to the there are no universally compelling arguments post on the Overcoming Bias blog. You have to concede here that Friendliness is not objective. Therefore, it cannot be expressed formally. It can only be approximated, with error. The question itself doesn't exist in vacuum. When *you*, as a human, ask it, there is a very specific meaning associated with it. You don't search for the meaning that the utterance would call in a mind-in-general, you search for meaning that *you* give to it. Or, to make the it more reliable, for the meaning given by the idealized dynamics implemented in you ( http://www.overcomingbias.com/2008/08/computations.html ). -- Vladimir Nesov [EMAIL PROTECTED] http://causalityrelay.wordpress.com/ --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: Information theoretic approaches to AGI (was Re: [agi] The Necessity of Embodiment)
Mike, The answer here is a yes. Many new branches of mathematics have arisen since the formalization of set theory, but most of them can be interpreted as special branches of set theory. Moreover, mathematicians often find this to be actually useful, not merely a curiosity. --Abram Demski On Tue, Aug 26, 2008 at 12:32 PM, Mike Tintner [EMAIL PROTECTED] wrote: Valentina:In other words I'm looking for a way to mathematically define how the AGI will mathematically define its goals. Holy Non-Existent Grail? Has any new branch of logic or mathematics ever been logically or mathematically (axiomatically) derivable from any old one? e.g. topology, Riemannian geometry, complexity theory, fractals, free-form deformation etc etc agi | Archives | Modify Your Subscription --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: Information theoretic approaches to AGI (was Re: [agi] The Necessity of Embodiment)
Abram, Thanks for reply. This is presumably after the fact - can set theory predict new branches? Which branch of maths was set theory derivable from? I suspect that's rather like trying to derive any numeral system from a previous one. Or like trying to derive any programming language from a previous one- or any system of logical notation from a previous one. Mike, The answer here is a yes. Many new branches of mathematics have arisen since the formalization of set theory, but most of them can be interpreted as special branches of set theory. Moreover, mathematicians often find this to be actually useful, not merely a curiosity. --Abram Demski On Tue, Aug 26, 2008 at 12:32 PM, Mike Tintner [EMAIL PROTECTED] wrote: Valentina:In other words I'm looking for a way to mathematically define how the AGI will mathematically define its goals. Holy Non-Existent Grail? Has any new branch of logic or mathematics ever been logically or mathematically (axiomatically) derivable from any old one? e.g. topology, Riemannian geometry, complexity theory, fractals, free-form deformation etc etc agi | Archives | Modify Your Subscription --- 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 --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
[agi] Re: Information t..PS
Abram, I suspect what it comes down to - I'm tossing this out off-the-cuff - is that each new branch of maths involves new rules, new operations on numbers and figures, and new ways of relating the numbers and figures to real objects and sometimes new signs, period. And they aren't predictable or derivable from previous ones. Set theory is ultimately a v. useful convention, not an absolute necessity? Perhaps this overlaps with our previous discussion, which could perhaps be reduced to - is there a universal learning program - an AGI that can learn any skill? That perhaps can be formalised as - is there a program that can learn any program - a set of rules for learning any set of rules? I doubt it. Especially if as we see with the relatively simple logic discussions on this forum, people can't agree on which rules/conventions/systems to apply, i.e. there are no definitive rules. All this can perhaps be formalised neatly, near geometrically. (I'm still groping you understand). If we think of a screen of pixels - can all the visual games or branches of maths or art that can be expressed on that screen - mazes/maze-running/2d geometry/ 3d geometry/Riemannian/ abstract art/ chess/ go etc - be united under - or derived from - a common set of metarules? It should be fairly easy :) for an up-and-coming maths star like you to prove the obvious - that it isn't possible. Kauffman was looking for something like this. It's equivalent, it seems to me, to proving that you cannot derive any stage of evolution of matter or life from the previous one - that the world is fundamentally creative - that there are always new ways and new rules to join up the dots. Mike, The answer here is a yes. Many new branches of mathematics have arisen since the formalization of set theory, but most of them can be interpreted as special branches of set theory. Moreover, mathematicians often find this to be actually useful, not merely a curiosity. --Abram Demski On Tue, Aug 26, 2008 at 12:32 PM, Mike Tintner [EMAIL PROTECTED] wrote: Valentina:In other words I'm looking for a way to mathematically define how the AGI will mathematically define its goals. Holy Non-Existent Grail? Has any new branch of logic or mathematics ever been logically or mathematically (axiomatically) derivable from any old one? e.g. topology, Riemannian geometry, complexity theory, fractals, free-form deformation etc etc agi | Archives | Modify Your Subscription --- 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 --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] The Necessity of Embodiment
Vlad, Terren and all, by reading your interesting discussion, this saying popped in my mind.. admittedly it has little to do with AGI but you might get the point anyhow: An old lady used to walk down a street everyday, and on a tree by that street a bird sang beautifully, the sound made her happy and cheerful and she was very thankful for that. One day she decided to catch the bird and place it into a cage, so she could always have it singing for her. Unfortunately for her, the bird got sad in the cage and stopped singing... thus taking away her cheer as well. Well, the story has a different purpose, but one can see a moral that connects to this argument. Control is an illusion. It takes away the very nature of what we are trying to control. My point is that by following Eliezer's approach we might never get an AGI. Intelligence, as I defined, is the ability to reach goals and those goals (as Terren pinted out) must somehow have to do with self-preservation if the system itself is not at equilibrium. Not long ago, I was implementing the model for a bio-physics research in New York based on non-linear systems far from equilibrium and this became pretty evident to me. If any system is kept far from equilibrium, it has the tendency to form self-preserving entities, given enough time. I also have a nice definition of friendliness: firstly note that we have goals both as individuals and as a species (these goals are inherent in the species and come from self-preservation -see above). The goals of the individuals and species must somehow match, i.e. not be in significant conflict, least the individual be considered a criminal, harmful. By friendliness is meant creating an AGI which will follow the goals of the human species rather than its own goals. Valentina --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: Information theoretic approaches to AGI (was Re: [agi] The Necessity of Embodiment)
Mike, That may be the case, but I do not think it is relevant to Valentina's point. How can we mathematically define how an AGI might mathematically define its own goals? Well, that question assumes 3 things: -An AGI defines its own goals -In doing so, it phrases them in mathematical language -It is possible to mathematically define the way in which it does this I think you are questioning assumptions 2 and 3? If so, I do not think that the theory needs to be able to do what you are saying it cannot: it does not need to be able to generate new branches of mathematics from itself before-the-fact. Rather, its ability to generate new branches (or, in our case, goals) can and should depend on the information coming in from the environment. Whether such a logic really exists, though, is a different question. Before we can choose which goals we should pick, we need some criteria by which to judge them; but it seems like such a criteria is already a goal. So, I could cook up any method of choosing goals that sounded OK, and claim that it was the solution to Valentina's problem, because Valentina's problem is not yet well-defined. The closest thing to a solution would be to purposefully give an AGI a complex, probabilistically-defined, and often-conflicting goal system with many diverse types of pleasure, like humans have. On Tue, Aug 26, 2008 at 2:36 PM, Mike Tintner [EMAIL PROTECTED] wrote: Abram, Thanks for reply. This is presumably after the fact - can set theory predict new branches? Which branch of maths was set theory derivable from? I suspect that's rather like trying to derive any numeral system from a previous one. Or like trying to derive any programming language from a previous one- or any system of logical notation from a previous one. Mike, The answer here is a yes. Many new branches of mathematics have arisen since the formalization of set theory, but most of them can be interpreted as special branches of set theory. Moreover, mathematicians often find this to be actually useful, not merely a curiosity. --Abram Demski On Tue, Aug 26, 2008 at 12:32 PM, Mike Tintner [EMAIL PROTECTED] wrote: Valentina:In other words I'm looking for a way to mathematically define how the AGI will mathematically define its goals. Holy Non-Existent Grail? Has any new branch of logic or mathematics ever been logically or mathematically (axiomatically) derivable from any old one? e.g. topology, Riemannian geometry, complexity theory, fractals, free-form deformation etc etc agi | Archives | Modify Your Subscription --- 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 --- 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 --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] Re: Information t..PS
On Tue, Aug 26, 2008 at 3:10 PM, Mike Tintner [EMAIL PROTECTED] wrote: Abram, I suspect what it comes down to - I'm tossing this out off-the-cuff - is that each new branch of maths involves new rules, new operations on numbers and figures, and new ways of relating the numbers and figures to real objects and sometimes new signs, period. And they aren't predictable or derivable from previous ones. Set theory is ultimately a v. useful convention, not an absolute necessity? I think this is true in one sense and false in another, so I'll try to be careful to distinguish. Mathematicians could have come up with everything they have come up with w/o the aid of set theory-- it might have been harder, but not impossible. (To take a specific example, it seems like they would have to reconstruct the idea of infinite ordinals in so many cases that it is unrealistic to suppose they wouldn't notice the similarity and construct a general theory; but we shall suppose it anyway for argument's sake.) However, in another sense, it may be impossible: namely, it would not seem possible for mathematicians to have done much math at all if set theory wasn't in there somewhere, that is, if mathematicians thought in a way that did not admit sets as a coherent concept. I am not claiming that set theory is the logic of thought, but I do think it is to be distinguished from things like 2d geometry that mathematicians investigated essentially because of the sense-modalities at hand. Perhaps this overlaps with our previous discussion, which could perhaps be reduced to - is there a universal learning program - an AGI that can learn any skill? That perhaps can be formalised as - is there a program that can learn any program - a set of rules for learning any set of rules? I doubt it. Especially if as we see with the relatively simple logic discussions on this forum, people can't agree on which rules/conventions/systems to apply, i.e. there are no definitive rules. 3 days ago Matt Mahoney referenced a paper by Shane Legg, supposedly formally proving this point: http://www.vetta.org/documents/IDSIA-12-06-1.pdf I read it, and must say that I disagree with the interpretations provided for the theorems. Specifically, one conclusion is that because programs of high Kolmogorov complexity are required if we want to guarantee the ability to learn sequences of comparably high Kolmogorov complexity, AI needs to be an experimental science. So, Shane Legg is assuming that highly complex programs are difficult to invent. But there is an easy counterexample to this, which also addresses your above point: Given is T, the amount of computation time the algorithm is given between sensory-inputs. Sensory inputs can ideally be thought of as coming in at the rate of 1 bit per T cpu cycles (fitting with the framework in the paper, which has data come in 1 bit at a time), although in practice it would probably come in batches. Each time period T: --add the new input to a memory of all data that's come in so far --Treat the memory as the output of a computer program in some specific language. Run the program backwards, inferring everything that can be inferred about its structure. A zero or one can only be printed by particular basic print statements. It is impossible to know for certain where conditional statements are, where loops are, and so on, but at least the space of possibilities is well defined (since we know which programming language we've chosen). Every time a choice like this occurs, we split the simulation, so that we will quickly be running a very large number of programs backwards. --Whenever we get a complete program from this process, we need to run it forwards (again, simulating it in parallel with everything else that is going on). We record what it predicts as the NEXT data, along with the program's length (because we will be treating shorter programs as better models, and trusting what they tell us more strongly than we trust longer programs). --Because there are so many things going on at once, this will run VERY slowly; however, we will simply terminate the process at time T and take the best prediction we have at that point. (If we hadn't gotten any yet, let's just say we predict 0.) A more sophisticated version of that alg was presented at the AGI conference in this paper: http://www.agiri.org/docs/ComputationalApproximation.pdf The algorithm will be able to learn any program, if given enough time! NOW, why did Shane Legg's paper say that such a thing was impossible? Well, in the formalism of the paper, the above algorithm cheated: it isn't an algorithm at all! Fun, huh? The reason is because I parameterized it in terms of that number T. So, technically, it is a class of algorithms; we get a specific algorithm by choosing a T-value. If we choose a very large T-value, the algorithm coulf be very complex, in terms of Kolmogorov complexity. However, it will not be complex to humans, since it will just be another
Re: [agi] How Would You Design a Play Machine?
- Original Message - From: Ben Goertzel To: agi@v2.listbox.com Sent: Tuesday, August 26, 2008 6:49 AM Subject: Re: [agi] How Would You Design a Play Machine? Examples of the kind of similarity I'm thinking of: -- The analogy btw chess or go and military strategy -- The analogy btw roughhousing and actual fighting In logical terms, these are intensional rather than extensional similarities ben ### *** Ben You have rightfully nailed this issue down as one is serious and the other is not to be taken this way a meta-order perspective)... The same goes for humor and comedy -- the meta-message being don't take me seriously That is why I segregated analogical humor seperately (from routine seriousness) in my 2nd patent 7236963 www.emotionchip.net This specialized meta-order-type of disqualification is built directly into the schematics ... You are correct -- it all hinges on intentions... John LaMuth www.ethicalvalues.com --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] How Would You Design a Play Machine?
- Original Message - From: Ben Goertzel To: agi@v2.listbox.com Sent: Tuesday, August 26, 2008 6:49 AM Subject: Re: [agi] How Would You Design a Play Machine? Examples of the kind of similarity I'm thinking of: -- The analogy btw chess or go and military strategy -- The analogy btw roughhousing and actual fighting In logical terms, these are intensional rather than extensional similarities ben ### *** Ben You have rightfully nailed this issue down as one is serious and the other is not to be taken this way a meta-order perspective)... The same goes for humor and comedy -- the meta-message being don't take me seriously That is why I segregated analogical humor seperately (from routine seriousness) in my 2nd patent 7236963 www.emotionchip.net This specialized meta-order-type of disqualification is built directly into the schematics ... You are correct -- it all hinges on intentions... John LaMuth www.ethicalvalues.com --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] The constraint of Friendly AI
On Tue, Aug 26, 2008 at 11:13 PM, Valentina Poletti [EMAIL PROTECTED] wrote: Vlad, Terren and all, by reading your interesting discussion, this saying popped in my mind.. admittedly it has little to do with AGI but you might get the point anyhow: An old lady used to walk down a street everyday, and on a tree by that street a bird sang beautifully, the sound made her happy and cheerful and she was very thankful for that. One day she decided to catch the bird and place it into a cage, so she could always have it singing for her. Unfortunately for her, the bird got sad in the cage and stopped singing... thus taking away her cheer as well. Well, the story has a different purpose, but one can see a moral that connects to this argument. Control is an illusion. It takes away the very nature of what we are trying to control. Then you are doing something wrong. The natural word control biases how you think about this issue, creating associations with caged birds, imprisonment, shattered potential and stupid mechanical robots. Think instead of determination, lawfulness and rational decisions. You do not see yourself as being controlled, as being limited in your ability to e.g. eat human babies. Control embodied in you that prevents you from doing that doesn't take away your human nature; on the contrary, it is a part of human nature. What is genetically determined in humans is not there to constrain us, it is not inflexible and fixed as opposed to general ability of intelligence. Instead, it is what enables us to be flexible and generally intelligent, to see what is good. We are determined and controlled by our nature, but we don't want to escape it, instead we want to improve on it from within (see http://www.overcomingbias.com/2008/07/rebelling-withi.html ). For more about how freedom comes as lawfulness, in intricate and open-ended forms, see Tooby and Cosmides The psychological foundations of culture ( http://folk.uio.no/rickyh/papers/TheAdaptedMind.htm ). Needing to know what we are doing is *necessary* to avoid ruin. You can't create a Friendly AI with 60% of success, and you can't create an FAI with 1% of success, because it is too hard to know how likely it is to work. If you can create an FAI and know that it has 1% chance to work, you understand FAI well enough to make one that is almost guaranteed to work. And if you don't understand it well enough to say that it has that 1% chance of succeeding, how do you know that it's not in fact a lottery ticket that you have no hope of winning? The question of Friendly AI has some amount of complexity, and unless you know what you are doing, you will be confronted by this complexity playing against you, exponentially reducing your chances. You can't hope to hit a narrow target being blindfolded and boasting that you have a chance. Even when you see the target, you probably won't be ready and will need to continue working on your skill instead. -- Vladimir Nesov [EMAIL PROTECTED] http://causalityrelay.wordpress.com/ --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] The Necessity of Embodiment
It doesn't matter what I do with the question. It only matters what an AGI does with it. I'm challenging you to demonstrate how Friendliness could possibly be specified in the formal manner that is required to *guarantee* that an AI whose goals derive from that specification would actually do the right thing. If you can't guarantee Friendliness, then self-modifying approaches to AGI should just be abandoned. Do we agree on that? Terren --- On Tue, 8/26/08, Vladimir Nesov [EMAIL PROTECTED] wrote: The question itself doesn't exist in vacuum. When *you*, as a human, ask it, there is a very specific meaning associated with it. You don't search for the meaning that the utterance would call in a mind-in-general, you search for meaning that *you* give to it. Or, to make the it more reliable, for the meaning given by the idealized dynamics implemented in you ( http://www.overcomingbias.com/2008/08/computations.html ). -- Vladimir Nesov [EMAIL PROTECTED] http://causalityrelay.wordpress.com/ --- 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 --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com
Re: [agi] The Necessity of Embodiment
--- On Tue, 8/26/08, Vladimir Nesov [EMAIL PROTECTED] wrote: But what is safe, and how to improve safety? This is a complex goal for complex environment, and naturally any solution to this goal is going to be very intelligent. Arbitrary intelligence is not safe (fatal, really), but what is safe is also intelligent. Look, the bottom line is that even if you could somehow build a self-modifying AI that was provably Friendly, some evil hacker could come along and modify the code. One way or another, we have to treat all smarter-than-us intelligences as inherently risky. So safe, for me, refers instead to the process of creating the intelligence. Can we stop it? Can we understand it? Can we limit its scope, its power? With simulated intelligences, the answer to all of the above is yes. Pinning your hopes of safe AI on the Friendliness of the AI is the mother of all gambles, one that in a well-informed democratic process would surely not be undertaken. There is no law that makes large computations less lawful than small computations, if it is in the nature of computation to preserve certain invariants. A computation that multiplies two huge numbers isn't inherently more unpredictable than computation that multiplies two small numbers. I'm not talking about straight-forward, linear computation. Since we're talking about self-modification, the computation is necessarily recursive and iterative. Recursive computation can easily lead to chaos (as in chaos theory, not disorder). The archetypical example of this is the simple equation from population dynamics, y=rx(1-x), which is recursively applied for each time interval. For values of r greater than some threshold, the behavior is chaotic and thus unpredictable, which is a surprising result for such a simple equation. I'm making a rather broad analogy here by comparing the above example to a self-modifying AGI, but the principle holds. An AGI with present goal system G computes the Friendliness of a modification M, based on G. It decides to go ahead with the modification. This next iteration results in goal system G'. And so on, performing Friendliness computations against the resulting goal systems. In what sense could one guarantee that this process would not lead to chaos? I'm not sure you could even guarantee it would continue self-modifying. You have intuitive expectation that making Z will make AI uncontrollable, which will lead to a bad outcome, and so you point out that this design that suggests doing Z will turn out bad. But the answer is that AI itself will check whether Z is expected to lead to a good outcome before making a decision to implement Z. As has been pointed out before, by others, the goal system can drift as the modifications are applied. The question once again is, in what *objective sense* can the AI validate that its Friendliness algorithm corresponds to what humans actually consider to be Friendly? What does it compare *against*? This remark makes my note that the field of AI actually did something for the last 50 years not that minor. Again you make an argument from ignorance: I do not know how to do it, nobody knows how to do it, therefore it can not be done. Argue from knowledge, not from ignorance. If you know the path, follow it, describe it. If you know that the path has a certain property, show it. If you know that a class of algorithms doesn't find a path, say that these algorithms won't give the answer. But if you are lost, if your map is blank, don't assert that the territory is blank also, for you don't know. You can do better than that, I hope. I'm not saying it can't be done just because I don't know how to do it. I'm giving you epistemological objections for why Friendliness can't be specified. It's an argument from principle. If those objections are valid, the fanciest algorithm in the world won't solve the problem (assuming finite resources, of course). Address those objections first before you pick on my ignorance about Friendliness algorithms. Causal models are not perfect, you say. But perfection is causal, physical laws are the most causal phenomenon. All the causal rules that we employ in our approximate models of environment are not strictly causal, they have exceptions. Evolution has the advantage of optimizing with the whole flow of environment, but evolution doesn't have any model of this environment, the counterpart of human models in evolution is absent. What it has is a simple regularity in the environment, natural selection. Will all the imperfections, human models of environment are immensely more precise than this regularity that relies on natural repetition of context. Evolution doesn't have a perfect model, it has an exceedingly simplistic model, so simple in fact that it managed to *emerge* by chance. Humans with their admittedly limited intelligence, on the other hand, already manage to
Re: [agi] How Would You Design a Play Machine?
Mike, So you feel that my disagreement with your proposal is sad? That's quite an ego you have there, my friend. You asked for input and you got it. The fact that you didn't like my input doesn't make me or the effort I spent composing it sad. I haven't read all of the replies to your post yet, but judging by the index listing in my e-mail client, it has already drained a considerable amount of time and intellectual energy from the members of this list. You want sad? That's sad. Nice try at ignoring the substance of what I wrote while continuing to advance you own views. I did NOT say THINKING about your idea, or any idea for that matter, was a waste of time. Indeed, the second sentence of my reply contained the following ...(unless [studying human play is] being done purely for research purposes). I did think about your idea. I concluded what it proposes (not the idea itself) is, in fact, a waste of time for people who want to design and build a working AGI before mid-century. I'm sure some list members will agree with you. I'm also sure some will agree with me. But, most will have their own views on this issue. That's the way it works. The AGI I (and many others) have in mind will be to human intelligence what an airplane is to a bird. For many of the same reasons airplanes don't play like birds do, my AGI won't play (or create) like humans do. And, just as the airplane flies BETTER THAN the bird (for human purposes), my AGI will create BETTER THAN any human (for human purposes). You wrote, [Play] is generally acknowledged by psychologists to be an essential dimension of creativity - which is the goal of AGI. Wrong. ONE of the goals (not THE goal) of AGI is *inspired* by human creativity. Indeed, I am counting on the creativity of the first generation of AGIs to help humans build (or keep humans away from building) the second generation of AGIs. But... neither generation has to (and, IMHO, shouldn't) have human-style creativity. In fact, I suggest we not use the word creativity when discussing AGI-type knowledge synthesis because that is a term that has been applied solely to human-style intelligence. Perhaps, idea mining would be a better way to describe what I think about when I think about AGI-style creativity. Knowledge synthesis also works for me and has a greater syllable count. Either phrase fits the mechanism I have in mind for an AGI that works with MASSIVE quantities of data, using well-studied and established data mining techniques, to discover important (to humans and, eventually, AGIs themselves) associations. It would have been impossible to build this type of idea mining capability into an AI before the mid 1990's (before the Internet went public). It's possible now. Indeed, Google is encouraging it by publishing an open source REST (if memory serves) API to the Googleverse. No human intelligence would be capable of doing such data mining without the aid of a computer and, even then, it's not easy for the human intellect (associations between massive amounts of data are often, themselves, still quite massive - ask the CIA or the NSA or Google). Certainly play is ...fundamental to the human mind-and-body My point was simply that this should have little or no interest to those of us attempting to build a working, non-human-style AGI. We can discuss it all we like (however, I don't intend to continue doing so after this reply -- I've stated my case). Such discussion may be worthwhile (if only to show up its inherent wrongness) but spending any time attempting to design or build an AGI containing a simulation of human-style play (or creativity) is not. There are only so many minutes in a day and only so many days in a life. The human-style (Turing test) approach to AI has been tried. It failed (not in every respect, of course, but the Loebner Prizes - the $25K and $100K prizes - established in 1990 remain unclaimed). I don't intend to spend one more minute or hour of my life trying to win the Loebner Prize. The enormous amount of intellectual energy spent (largely wasted), from the mid 1950's to the end of the 1980's, trying to create a human-like AI is a true tragedy. But, perhaps, even more tragic is that unquestioningly holding up Turing's imitation game as the gold standard of AI created what we call in the commercial software industry a reference problem. To get new clients to buy your software, you need a good reference from former/current clients. Anyone who has attempted to get funding for an AGI project since the mid-1990s will attest that the (unintentional but nevertheless real) damage caused by Turing and his followers continues to have a very real, negative effect on the field of AI/AGI. I have done, and will continue to do, my best to see that this same mistake is not repeated in this century's quest to build a beneficial (to humanity) AGI. Unfortunately, we
Re: [agi] How Would You Design a Play Machine?
Charles, By now you've probably read my reply to Tintner's reply. I think that probably says it all (and them some!). What you say holds IFF you are planing on building an airplane that flies just like a bird. In other words, if you are planning on building a human-like AGI (that could, say, pass the Turing test). My position is, and has been for decades, that attempting to pass the Turing test (or win either of the two, one-time-only, Loebner Prizes) is a waste of precious time and intellectual resources. Thought experiments? No problem. Discussing ideas? No problem. Human-like AGI? Big problem. Cheers, Brad Charles Hixson wrote: Play is a form a strategy testing in an environment that doesn't severely penalize failures. As such, every AGI will necessarily spend a lot of time playing. If you have some other particular definition, then perhaps I could understand your response if you were to define the term. OTOH, if this is interpreted as being a machine that doesn't do anything BUT play (using my supplied definition), then your response has some merit, but even that can be very useful. Almost all of mathematics, e.g., is derived out of such play. I have a strong suspicion that machines that don't have a play mode can never proceed past the reptilian level of mentation. (Here I'm talking about thought processes that are mediated via the reptile brain in entities like mammals. Actual reptiles may have some more advanced faculties of which I'm unaware. (Note that, e.g., shrews don't have much play capability, but they have SOME.) Brad Paulsen wrote: Mike Tintner wrote: ...how would you design a play machine - a machine that can play around as a child does? I wouldn't. IMHO that's just another waste of time and effort (unless it's being done purely for research purposes). It's a diversion of intellectual and financial resources that those serious about building an AGI any time in this century cannot afford. I firmly believe if we had not set ourselves the goal of developing human-style intelligence (embodied or not) fifty years ago, we would already have a working, non-embodied AGI. Turing was wrong (or at least he was wrongly interpreted). Those who extended his imitation test to humanoid, embodied AI were even more wrong. We *do not need embodiment* to be able to build a powerful AGI that can be of immense utility to humanity while also surpassing human intelligence in many ways. To be sure, we want that AGI to be empathetic with human intelligence, but we do not need to make it equivalent (i.e., just like us). I don't want to give the impression that a non-Turing intelligence will be easy to design and build. It will probably require at least another twenty years of two steps forward, one step back effort. So, if we are going to develop a non-human-like, non-embodied AGI within the first quarter of this century, we are going to have to just say no to Turing and start to use human intelligence as an inspiration, not a destination. Cheers, Brad Mike Tintner wrote: Just a v. rough, first thought. An essential requirement of an AGI is surely that it must be able to play - so how would you design a play machine - a machine that can play around as a child does? You can rewrite the brief as you choose, but my first thoughts are - it should be able to play with a) bricks b)plasticine c) handkerchiefs/ shawls d) toys [whose function it doesn't know] and e) draw. Something that should be soon obvious is that a robot will be vastly more flexible than a computer, but if you want to do it all on computer, fine. How will it play - manipulate things every which way? What will be the criteria of learning - of having done something interesting? How do infants, IOW, play? --- 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 --- 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/?member_id=8660244id_secret=111637683-c8fa51 Powered by Listbox: http://www.listbox.com