Re: [agi] How Would You Design a Play Machine?

2008-08-30 Thread David Clark
] To: agi@v2.listbox.com Sent: Friday, August 29, 2008 9:18 AM Subject: Re: [agi] How Would You Design a Play Machine? To an unembodied agent, the concept of self is indistinguishable from any other concept it works with. I use concept in quotes because to the unembodied agent, it is not a concept

Re: [agi] How Would You Design a Play Machine?

2008-08-30 Thread Mike Tintner
David: I know that some systems (specifically systems without models or a lot of human interaction) have had grounding problems but your statement below seems to be stating something that is far from proven fact. Your conclusions about concept of self and unemboodied agent means ungrounded

Re: [agi] How Would You Design a Play Machine?

2008-08-29 Thread Terren Suydam
--- On Fri, 8/29/08, Jiri Jelinek [EMAIL PROTECTED] wrote: I don't see why an un-embodied system couldn't successfully use the concept of self in its models. It's just another concept, except that it's linked to real features of the system. To an unembodied agent, the concept of self is

Re: [agi] How Would You Design a Play Machine?

2008-08-29 Thread Jiri Jelinek
Terren, to the unembodied agent, it is not a concept at all, but merely a symbol with no semantic context attached It's an issue when trying to learn from NL only, but you can injects semantics (critical for grounding) when teaching through a formal_language[-based interface], get the thinking

Re: [agi] How Would You Design a Play Machine?

2008-08-28 Thread Bob Mottram
2008/8/27 Mike Tintner [EMAIL PROTECTED]: You on your side insist that you don't have to have such precisely defined goals - your intuitive (and by definition, ill-defined) sense of intelligence will do. As a child I don't believe that I set out with the goal of becoming a software developer.

Re: [agi] How Would You Design a Play Machine?

2008-08-28 Thread Mike Tintner
Just in case there is any confusion, ill-defined is in this particular context is in no way pejorative. The crux of a General Intelligence for me is that it is necessarily a machine that works with more or less ill-defined goals to solve ill-structured problems. Bob's self-description is to a

Re: [agi] How Would You Design a Play Machine?

2008-08-28 Thread Bob Mottram
2008/8/28 Mike Tintner [EMAIL PROTECTED]: (I still think of course that current AGI should have a not-so-ill structured definition of its problem-solving goals). It's certainly true that an AGI could be endowed with well defined goals. Some people also begin from an early age with well

Re: [agi] How Would You Design a Play Machine?

2008-08-28 Thread Terren Suydam
Hi Jiri, Comments below... --- On Thu, 8/28/08, Jiri Jelinek [EMAIL PROTECTED] wrote: That's difficult to reconcile if you don't believe embodiment is all that important. Not really. We might be qualia-driven, but for our AGIs it's perfectly ok (and only natural) to be driven by given

Re: [agi] How Would You Design a Play Machine?

2008-08-28 Thread Brad Paulsen
Eric, It was a real-life near-death experience (auto accident). I'm aware of the tryptamine compound and its presence in hallucinogenic drugs such as LSD. According to Wikipedia, it is not related to the NDE drug of choice which is Ketamine (Ketalar or ketamine HCL -- street name back in

Re: [agi] How Would You Design a Play Machine?

2008-08-28 Thread Jiri Jelinek
Terren, is not embodied at all, in which case it is a mindless automaton Researchers and philosophers define mind and intelligence in many different ways = their classifications of particular AI systems differ. What really counts though are problem solving abilities of the system. Not how it's

Re: [agi] How Would You Design a Play Machine?

2008-08-28 Thread Terren Suydam
sense (like a chess program). Terren --- On Thu, 8/28/08, Jiri Jelinek [EMAIL PROTECTED] wrote: From: Jiri Jelinek [EMAIL PROTECTED] Subject: Re: [agi] How Would You Design a Play Machine? To: agi@v2.listbox.com Date: Thursday, August 28, 2008, 10:39 PM Terren, is not embodied at all

Re: [agi] How Would You Design a Play Machine?

2008-08-28 Thread Jiri Jelinek
Terren, I don't think any kind of algorithmic approach, which is to say, un-embodied, will ever result in conscious intelligence. But an embodied agent that is able to construct ever-deepening models of its experience such that it eventually includes itself in its models, well, that is

Re: [agi] How Would You Design a Play Machine?

2008-08-28 Thread Eric Burton
Brad, scary stuff. Dissociatives/NMDA inhibitors were secret option number three! ;D On 8/29/08, Jiri Jelinek [EMAIL PROTECTED] wrote: Terren, I don't think any kind of algorithmic approach, which is to say, un-embodied, will ever result in conscious intelligence. But an embodied agent that

Re: [agi] How Would You Design a Play Machine?

2008-08-27 Thread Brad Paulsen
Terren, OK, you hooked me. A virgin is something I haven't been called (or even been associated with) in about forty-five years. So, I feel compelled to defend my non-virginity at all costs. I'm 58 now. You do the math (don't forget to subtract for the 30 years I was married). ;-) My

Re: [agi] How Would You Design a Play Machine?

2008-08-27 Thread Mike Tintner
Actually, exploring this further - human thinking is v. fundamentally different from the computational kind or most AGI conceptions - because it is massively and structurally metacognitive, self-examining (which comes under being a machine that works by self-control). Interestingly, Minsky's

Re: [agi] How Would You Design a Play Machine?

2008-08-27 Thread Ben Goertzel
If I do my job right, my AGI will have no sense of self. I have doubts that is possible, though I'm sure you can make an AGI with a very different sense of self than any human has. My reasoning: 1) To get to a high level of intelligence likely requires some serious self-analysis and

Re: [agi] How Would You Design a Play Machine?

2008-08-27 Thread Ben Goertzel
An interesting thing to keep in mind when discussing play, though, is **subgoal alienation** When G1 arises as a subgoal of G, nevertheless, it may happen that G1 survives as a goal even if G disappears; or that G1 remains important even if G loses importance. One may wish to design AGI systems

Re: [agi] How Would You Design a Play Machine?

2008-08-27 Thread Ben Goertzel
I wrote a blog post enlarging a little on the ideas I developed in my response to the playful AGI thread... See http://multiverseaccordingtoben.blogspot.com/2008/08/logic-of-play.html Some of the new content I put there: Still, I have to come back to the tendency of play to give rise to goal

Re: [agi] How Would You Design a Play Machine?

2008-08-27 Thread Mike Tintner
Ben, Again, this provokes some playful developments. As I think you may have more or less noted, the goals of the whole thread and of most people responding are somewhat ill-defined, (which in this context is fine). (And the following relates to the adjacent thread too). The human mind

Re: [agi] How Would You Design a Play Machine?

2008-08-27 Thread Eric Burton
Hi, Err ... I don't have to mention that I didn't stay dead, do I? Good. Was this the archetypal death/rebirth experience found in for instance tryptamine ecstacy or a real-life near-death experience? Eric B --- agi Archives:

Re: [agi] How Would You Design a Play Machine?

2008-08-27 Thread Charles Hixson
Admittedly I don't have any proof, but I don't see any reason to doubt my assertions. There's nothing in them that appears to be to be specific to any particular implementation of an (almost) AGI. OTOH, you didn't define play, so I'm still presuming that you accept the definition that I

Re: [agi] How Would You Design a Play Machine?

2008-08-27 Thread Jiri Jelinek
On Tue, Aug 26, 2008 at 12:09 AM, Terren Suydam [EMAIL PROTECTED] wrote: Pleasure and pain are peculiar aspects of embodied experience - strictly speaking they are motivators and de-motivators, but what actually motivates us humans is the subjective feel ... That's difficult to reconcile if you

Re: [agi] How Would You Design a Play Machine?

2008-08-26 Thread Bob Mottram
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.

Re: [agi] How Would You Design a Play Machine?

2008-08-26 Thread Vladimir Nesov
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

Re: [agi] How Would You Design a Play Machine?

2008-08-26 Thread Mike Tintner
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

Re: [agi] How Would You Design a Play Machine?

2008-08-26 Thread David Hart
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

Re: [agi] How Would You Design a Play Machine?

2008-08-26 Thread Mike Tintner
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

Re: [agi] How Would You Design a Play Machine?

2008-08-26 Thread Ben Goertzel
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

Re: [agi] How Would You Design a Play Machine?

2008-08-26 Thread Ben Goertzel
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 ...

Re: [agi] How Would You Design a Play Machine?

2008-08-26 Thread Ben Goertzel
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

Re: [agi] How Would You Design a Play Machine?

2008-08-26 Thread Russell Wallace
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,

Re: [agi] How Would You Design a Play Machine?

2008-08-26 Thread Terren Suydam
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

Re: [agi] How Would You Design a Play Machine?

2008-08-26 Thread Terren Suydam
, 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

Re: [agi] How Would You Design a Play Machine?

2008-08-26 Thread John LaMuth
- 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

Re: [agi] How Would You Design a Play Machine?

2008-08-26 Thread John LaMuth
- 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

Re: [agi] How Would You Design a Play Machine?

2008-08-26 Thread Brad Paulsen
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

Re: [agi] How Would You Design a Play Machine?

2008-08-26 Thread Brad Paulsen
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,

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Brad Paulsen
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

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Mike Tintner
Brad, That's sad. The suggestion is for a mental exercise, not a full-scale project. And play is fundamental to the human mind-and-body - it characterises our more mental as well as more physical activities - drawing, designing, scripting, humming and singing scat in the bath,

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Matt Mahoney
PROTECTED] To: agi@v2.listbox.com Sent: Monday, August 25, 2008 8:59:06 AM Subject: Re: [agi] How Would You Design a Play Machine? Brad, That's sad. The suggestion is for a mental exercise, not a full-scale project. And play is fundamental to the human mind-and-body - it characterises our more mental

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Mike Tintner
Matt: Kittens play with small moving objects because it teaches them to be better hunters. Play is not a goal in itself, but a subgoal that may or may not be a useful part of a successful AGI design. Certainly, crude imitation of, and preparation for, adult activities is one aspect of play.

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Terren Suydam
or may not be a useful part of a successful AGI design. -- Matt Mahoney, [EMAIL PROTECTED] - Original Message From: Mike Tintner [EMAIL PROTECTED] To: agi@v2.listbox.com Sent: Monday, August 25, 2008 8:59:06 AM Subject: Re: [agi] How Would You Design a Play Machine? Brad

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Vladimir Nesov
On Mon, Aug 25, 2008 at 9:22 PM, Terren Suydam [EMAIL PROTECTED] wrote: Actually, kittens play because it's fun. Evolution has equipped them with the rewarding sense of fun because it optimizes their fitness as hunters. But kittens are adaptation executors, evolution is the fitness

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Abram Demski
Mike, I agree with Brad somewhat, because I do not think copying human (or animal) intellect is the goal. It is a means to the end of general intelligence. However, that certainly doesn't stop me from participating in a thought experiment. I think the big thing with artificial play is figuring

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Charles Hixson
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

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Terren Suydam
I'm not saying play isn't adaptive. I'm saying that kittens play not because they're optimizing their fitness, but because they're intrinsically motivated to (it feels good). The reason it feels good has nothing to do with the kitten, but with the evolutionary process that designed that

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Mike Tintner
: [agi] How Would You Design a Play Machine? Brad, That's sad. The suggestion is for a mental exercise, not a full-scale project. And play is fundamental to the human mind-and-body - it characterises our more mental as well as more physical activities - drawing, designing, scripting, humming

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Vladimir Nesov
On Mon, Aug 25, 2008 at 11:17 PM, Terren Suydam [EMAIL PROTECTED] wrote: I'm not saying play isn't adaptive. I'm saying that kittens play not because they're optimizing their fitness, but because they're intrinsically motivated to (it feels good). The reason it feels good has nothing to do

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Terren Suydam
'adaptation', which is the result of an evolutionary process. Terren --- On Mon, 8/25/08, Mike Tintner [EMAIL PROTECTED] wrote: From: Mike Tintner [EMAIL PROTECTED] Subject: Re: [agi] How Would You Design a Play Machine? To: agi@v2.listbox.com Date: Monday, August 25, 2008, 3:41 PM Terren

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Terren Suydam
Saying that a particular cat instance hunts because it feels good is not very explanatory Even if I granted that, saying that a particular cat plays to increase its hunting skills is incorrect. It's an important distinction because by analogy we must talk about particular AGI instances.

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Jonathan El-Bizri
On Mon, Aug 25, 2008 at 12:52 PM, Vladimir Nesov [EMAIL PROTECTED] wrote: The word because was misplaced. Cats hunt mice because they were designed to, and they were designed to, because it's adaptive. And the adaption they have evolved in to, uses a pleasure process as a motivator. Saying

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Vladimir Nesov
On Tue, Aug 26, 2008 at 12:19 AM, Terren Suydam [EMAIL PROTECTED] wrote: Saying that a particular cat instance hunts because it feels good is not very explanatory Even if I granted that, saying that a particular cat plays to increase its hunting skills is incorrect. It's an important

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Mike Tintner
Terren:As may be obvious by now, I'm not that interested in designing cognition. I'm interested in designing simulations in which intelligent behavior emerges.But the way you're using the word 'adapt', in a cognitive sense of playing with goals, is different from the way I was using

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Terren Suydam
If an AGI played because it recognized that it would improve its skills in some domain, then I wouldn't call that play, I'd call it practice. Those are overlapping but distinct concepts. Play, as distinct from pactice, is its own reward - the reward felt by a kitten. The spirit of Mike's

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Terren Suydam
Hi Mike, Comments below... --- On Mon, 8/25/08, Mike Tintner [EMAIL PROTECTED] wrote: Two questions: 1) how do you propose that your simulations will avoid the kind of criticisms you've been making of other systems of being too guided by programmers' intentions? How can you set up a

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Vladimir Nesov
On Tue, Aug 26, 2008 at 1:26 AM, Terren Suydam [EMAIL PROTECTED] wrote: If an AGI played because it recognized that it would improve its skills in some domain, then I wouldn't call that play, I'd call it practice. Those are overlapping but distinct concepts. Play, as distinct from pactice,

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Jonathan El-Bizri
On Mon, Aug 25, 2008 at 2:26 PM, Terren Suydam [EMAIL PROTECTED] wrote: If an AGI played because it recognized that it would improve its skills in some domain, then I wouldn't call that play, I'd call it practice. Those are overlapping but distinct concepts. The evolution of play is how

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread David Hart
Where is the hard dividing line between designed cognition and designed simulation (where intelligent behavior is intended to be emergent in both cases)? Even if an approach is taken where everything possible is done allow a 'natural' type evolution of behavior, the simulation design and

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Mike Tintner
Terren: The spirit of Mike's question, I think, was about identifying the essential goalless-ness of play.. Well, the key thing for me (although it was, technically, a play-ful question :) ) is the distinction between programmed/planned exploration of a basically known environment and ad hoc

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Charles Hixson
Jonathan El-Bizri wrote: On Mon, Aug 25, 2008 at 2:26 PM, Terren Suydam [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: If an AGI played because it recognized that it would improve its skills in some domain, then I wouldn't call that play, I'd call it practice. Those are

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Terren Suydam
Hi Johnathon, I disagree, play without rules can certainly be fun. Running just to run, jumping just to jump. Play doesn't have to be a game, per se. It's simply a purposeless expression of the joy of being alive. It turns out of course that play is helpful for achieving certain goals that we

Re: [agi] How Would You Design a Play Machine?

2008-08-25 Thread Terren Suydam
[EMAIL PROTECTED] Subject: Re: [agi] How Would You Design a Play Machine? To: agi@v2.listbox.com Date: Monday, August 25, 2008, 6:04 PM Where is the hard dividing line between designed cognition and designed simulation (where intelligent behavior is intended to be emergent in both cases)? Even