RE: [agi] How To Create General AI Draft2

2010-08-09 Thread John G. Rose
Actually this is quite critical.

 

Defining a chair - which would agree with each instance of a chair in the
supplied image - is the way a chair should be defined and is the way the
mind processes it.

 

It can be defined mathematically in many ways. There is a particular one I
would go for though...

 

John

 

From: Mike Tintner [mailto:tint...@blueyonder.co.uk] 
Sent: Sunday, August 08, 2010 7:28 AM
To: agi
Subject: Re: [agi] How To Create General AI Draft2

 

You're waffling.

 

You say there's a pattern for chair - DRAW IT. Attached should help you.

 

Analyse the chairs given in terms of basic visual units. Or show how any
basic units can be applied to them. Draw one or two.

 

You haven't identified any basic visual units  - you don't have any. Do you?
Yes/no. 

 

No. That's not funny, that's a waste.. And woolly and imprecise through
and through.

 

 

 

From: David Jones mailto:davidher...@gmail.com  

Sent: Sunday, August 08, 2010 1:59 PM

To: agi mailto:agi@v2.listbox.com  

Subject: Re: [agi] How To Create General AI Draft2

 

Mike,

We've argued about this over and over and over. I don't want to repeat
previous arguments to you.

You have no proof that the world cannot be broken down into simpler concepts
and components. The only proof you attempt to propose are your example
problems that *you* don't understand how to solve. Just because *you* cannot
solve them, doesn't mean they cannot be solved at all using a certain
methodology. So, who is really making wild assumptions?

The mere fact that you can refer to a chair means that it is a
recognizable pattern. LOL. That fact that you don't realize this is quite
funny. 

Dave

On Sun, Aug 8, 2010 at 8:23 AM, Mike Tintner tint...@blueyonder.co.uk
wrote:

Dave:No... it is equivalent to saying that the whole world can be modeled as
if everything was made up of matter

 

And matter is... ?  Huh?

 

You clearly don't realise that your thinking is seriously woolly - and you
will pay a heavy price in lost time.

 

What are your basic world/visual-world analytic units  wh. you are
claiming to exist?  

 

You thought - perhaps think still - that *concepts* wh. are pretty
fundamental intellectual units of analysis at a certain level, could be
expressed as, or indeed, were patterns. IOW there's a fundamental pattern
for chair or table. Absolute nonsense. And a radical failure to
understand the basic nature of concepts which is that they are *freeform*
schemas, incapable of being expressed either as patterns or programs.

 

You had merely assumed that concepts could be expressed as patterns,but had
never seriously, visually analysed it. Similarly you are merely assuming
that the world can be analysed into some kind of visual units - but you
haven't actually done the analysis, have you? You don't have any of these
basic units to hand, do you? If you do, I suggest, reply instantly, naming a
few. You won't be able to do it. They don't exist.

 

Your whole approach to AGI is based on variations of what we can call
fundamental analysis - and it's wrong. God/Evolution hasn't built the
world with any kind of geometric, or other consistent, bricks. He/It is a
freeform designer. You have to start thinking outside the
box/brick/fundamental unit.

 

From: David Jones mailto:davidher...@gmail.com  

Sent: Sunday, August 08, 2010 5:12 AM

To: agi mailto:agi@v2.listbox.com  

Subject: Re: [agi] How To Create General AI Draft2

 

Mike,

I took your comments into consideration and have been updating my paper to
make sure these problems are addressed. 

See more comments below.

On Fri, Aug 6, 2010 at 8:15 PM, Mike Tintner tint...@blueyonder.co.uk
wrote:

1) You don't define the difference between narrow AI and AGI - or make clear
why your approach is one and not the other


I removed this because my audience is for AI researchers... this is AGI 101.
I think it's clear that my design defines general as being able to handle
the vast majority of things we want the AI to handle without requiring a
change in design.
 

 

2) Learning about the world won't cut it -  vast nos. of progs. claim they
can learn about the world - what's the difference between narrow AI and AGI
learning?


The difference is in what you can or can't learn about and what tasks you
can or can't perform. If the AI is able to receive input about anything it
needs to know about in the same formats that it knows how to understand and
analyze, it can reason about anything it needs to.
 

 

3) Breaking things down into generic components allows us to learn about
and handle the vast majority of things we want to learn about. This is what
makes it general!

 

Wild assumption, unproven or at all demonstrated and untrue.


You are only right that I haven't demonstrated it. I will address this in
the next paper and continue adding details over the next few drafts.

As a simple argument against your counter argument... 

If that were true that we could not understand the world using a limited

Re: [agi] How To Create General AI Draft2

2010-08-09 Thread Ian Parker
What about DESTIN? Jim has talked about video. Could DESTIN be generalized
to 3 dimensions, or even n dimensions?


  - Ian Parker

On 9 August 2010 07:16, John G. Rose johnr...@polyplexic.com wrote:

 Actually this is quite critical.



 Defining a chair - which would agree with each instance of a chair in the
 supplied image - is the way a chair should be defined and is the way the
 mind processes it.



 It can be defined mathematically in many ways. There is a particular one I
 would go for though...



 John



 *From:* Mike Tintner [mailto:tint...@blueyonder.co.uk]
 *Sent:* Sunday, August 08, 2010 7:28 AM
 *To:* agi
 *Subject:* Re: [agi] How To Create General AI Draft2



 You're waffling.



 You say there's a pattern for chair - DRAW IT. Attached should help you.



 Analyse the chairs given in terms of basic visual units. Or show how any
 basic units can be applied to them. Draw one or two.



 You haven't identified any basic visual units  - you don't have any. Do
 you? Yes/no.



 No. That's not funny, that's a waste.. And woolly and imprecise through
 and through.







 *From:* David Jones davidher...@gmail.com

 *Sent:* Sunday, August 08, 2010 1:59 PM

 *To:* agi agi@v2.listbox.com

 *Subject:* Re: [agi] How To Create General AI Draft2



 Mike,

 We've argued about this over and over and over. I don't want to repeat
 previous arguments to you.

 You have no proof that the world cannot be broken down into simpler
 concepts and components. The only proof you attempt to propose are your
 example problems that *you* don't understand how to solve. Just because
 *you* cannot solve them, doesn't mean they cannot be solved at all using a
 certain methodology. So, who is really making wild assumptions?

 The mere fact that you can refer to a chair means that it is a
 recognizable pattern. LOL. That fact that you don't realize this is quite
 funny.

 Dave

 On Sun, Aug 8, 2010 at 8:23 AM, Mike Tintner tint...@blueyonder.co.uk
 wrote:

 Dave:No... it is equivalent to saying that the whole world can be modeled
 as if everything was made up of matter



 And matter is... ?  Huh?



 You clearly don't realise that your thinking is seriously woolly - and you
 will pay a heavy price in lost time.



 What are your basic world/visual-world analytic units  wh. you are
 claiming to exist?



 You thought - perhaps think still - that *concepts* wh. are pretty
 fundamental intellectual units of analysis at a certain level, could be
 expressed as, or indeed, were patterns. IOW there's a fundamental pattern
 for chair or table. Absolute nonsense. And a radical failure to
 understand the basic nature of concepts which is that they are *freeform*
 schemas, incapable of being expressed either as patterns or programs.



 You had merely assumed that concepts could be expressed as patterns,but had
 never seriously, visually analysed it. Similarly you are merely assuming
 that the world can be analysed into some kind of visual units - but you
 haven't actually done the analysis, have you? You don't have any of these
 basic units to hand, do you? If you do, I suggest, reply instantly, naming a
 few. You won't be able to do it. They don't exist.



 Your whole approach to AGI is based on variations of what we can call
 fundamental analysis - and it's wrong. God/Evolution hasn't built the
 world with any kind of geometric, or other consistent, bricks. He/It is a
 freeform designer. You have to start thinking outside the
 box/brick/fundamental unit.



 *From:* David Jones davidher...@gmail.com

 *Sent:* Sunday, August 08, 2010 5:12 AM

 *To:* agi agi@v2.listbox.com

 *Subject:* Re: [agi] How To Create General AI Draft2



 Mike,

 I took your comments into consideration and have been updating my paper to
 make sure these problems are addressed.

 See more comments below.

 On Fri, Aug 6, 2010 at 8:15 PM, Mike Tintner tint...@blueyonder.co.uk
 wrote:

 1) You don't define the difference between narrow AI and AGI - or make
 clear why your approach is one and not the other


 I removed this because my audience is for AI researchers... this is AGI
 101. I think it's clear that my design defines general as being able to
 handle the vast majority of things we want the AI to handle without
 requiring a change in design.




 2) Learning about the world won't cut it -  vast nos. of progs. claim
 they can learn about the world - what's the difference between narrow AI and
 AGI learning?


 The difference is in what you can or can't learn about and what tasks you
 can or can't perform. If the AI is able to receive input about anything it
 needs to know about in the same formats that it knows how to understand and
 analyze, it can reason about anything it needs to.




 3) Breaking things down into generic components allows us to learn about
 and handle the vast majority of things we want to learn about. This is what
 makes it general!



 Wild assumption, unproven or at all demonstrated and untrue.


 You are only right that I

Re: RE: [agi] How To Create General AI Draft2

2010-08-09 Thread David Jones
I agree John that this is a useful exercise. This would be a good discussion
if mike would ever admit that I might be right and he might be wrong. I'm
not sure that will ever happen though. :) First he says I can't define a
pattern that works. Then, when I do, he says the pattern is no good because
it isn't physical. Lol. If he would ever admit that I might have gotten it
right, the discussion would be a good one. Instead, he hugs his preconceived
notions no matter how good my arguments are and finds yet another reason,
any reason will do, to say I'm still wrong.

On Aug 9, 2010 2:18 AM, John G. Rose johnr...@polyplexic.com wrote:

Actually this is quite critical.



Defining a chair - which would agree with each instance of a chair in the
supplied image - is the way a chair should be defined and is the way the
mind processes it.



It can be defined mathematically in many ways. There is a particular one I
would go for though...



John



*From:* Mike Tintner [mailto:tint...@blueyonder.co.uk]
*Sent:* Sunday, August 08, 2010 7:28 AM


To: agi
Subject: Re: [agi] How To Create General AI Draft2



You're waffling.



You say there's a pattern for chair - DRAW IT. Attached should help you.



Analyse the chairs given in terms of basic visual units. Or show how any
basic units can be applied to them. Draw one or two.



You haven't identified any basic visual units  - you don't have any. Do you?
Yes/no.



No. That's not funny, that's a waste.. And woolly and imprecise through
and through.







*From:* David Jones davidher...@gmail.com

*Sent:* Sunday, August 08, 2010 1:59 PM

*To:* agi agi@v2.listbox.com

*Subject:* Re: [agi] How To Create General AI Draft2



Mike,

We've argued about this over and over and over. I don't want to repeat
previous arguments to you.

You have no proof that the world cannot be broken down into simpler concepts
and components. The only proof you attempt to propose are your example
problems that *you* don't understand how to solve. Just because *you* cannot
solve them, doesn't mean they cannot be solved at all using a certain
methodology. So, who is really making wild assumptions?

The mere fact that you can refer to a chair means that it is a
recognizable pattern. LOL. That fact that you don't realize this is quite
funny.

Dave

On Sun, Aug 8, 2010 at 8:23 AM, Mike Tintner tint...@blueyonder.co.uk
wrote:

Dave:No... it is equivalent to saying that the whole world can be modeled as
if everything was made up of matter



And matter is... ?  Huh?



You clearly don't realise that your thinking is seriously woolly - and you
will pay a heavy price in lost time.



What are your basic world/visual-world analytic units  wh. you are
claiming to exist?



You thought - perhaps think still - that *concepts* wh. are pretty
fundamental intellectual units of analysis at a certain level, could be
expressed as, or indeed, were patterns. IOW there's a fundamental pattern
for chair or table. Absolute nonsense. And a radical failure to
understand the basic nature of concepts which is that they are *freeform*
schemas, incapable of being expressed either as patterns or programs.



You had merely assumed that concepts could be expressed as patterns,but had
never seriously, visually analysed it. Similarly you are merely assuming
that the world can be analysed into some kind of visual units - but you
haven't actually done the analysis, have you? You don't have any of these
basic units to hand, do you? If you do, I suggest, reply instantly, naming a
few. You won't be able to do it. They don't exist.



Your whole approach to AGI is based on variations of what we can call
fundamental analysis - and it's wrong. God/Evolution hasn't built the
world with any kind of geometric, or other consistent, bricks. He/It is a
freeform designer. You have to start thinking outside the
box/brick/fundamental unit.



*From:* David Jones davidher...@gmail.com

*Sent:* Sunday, August 08, 2010 5:12 AM

*To:* agi agi@v2.listbox.com

*Subject:* Re: [agi] How To Create General AI Draft2



Mike,

I took your comments into consideration and have been updating my paper to
make sure these problems are addressed.

See more comments below.

On Fri, Aug 6, 2010 at 8:15 PM, Mike Tintner tint...@blueyonder.co.uk
wrote:

1) You don't define the difference between narrow AI and AGI - or make clear
why your approach is one and not the other


I removed this because my audience is for AI researchers... this is AGI 101.
I think it's clear that my design defines general as being able to handle
the vast majority of things we want the AI to handle without requiring a
change in design.




2) Learning about the world won't cut it -  vast nos. of progs. claim they
can learn about the world - what's the difference between narrow AI and AGI
learning?


The difference is in what you can or can't learn about and what tasks you
can or can't perform. If the AI is able to receive input about anything it
needs to know about in the same formats

Re: [agi] How To Create General AI Draft2

2010-08-09 Thread Mike Tintner
John:It can be defined mathematically in many ways

Try it - crude drawings/jottings/diagrams totally acceptable. See my set of 
fotos to Dave.

(And yes, you're right this is of extreme importance. And no. Dave, there are 
no such things as non-physical patterns).


From: John G. Rose 
Sent: Monday, August 09, 2010 7:16 AM
To: agi 
Subject: RE: [agi] How To Create General AI Draft2


Actually this is quite critical.

 

Defining a chair - which would agree with each instance of a chair in the 
supplied image - is the way a chair should be defined and is the way the mind 
processes it.

 

It can be defined mathematically in many ways. There is a particular one I 
would go for though...

 

John

 

From: Mike Tintner [mailto:tint...@blueyonder.co.uk] 
Sent: Sunday, August 08, 2010 7:28 AM
To: agi
Subject: Re: [agi] How To Create General AI Draft2

 

You're waffling.

 

You say there's a pattern for chair - DRAW IT. Attached should help you.

 

Analyse the chairs given in terms of basic visual units. Or show how any basic 
units can be applied to them. Draw one or two.

 

You haven't identified any basic visual units  - you don't have any. Do you? 
Yes/no. 

 

No. That's not funny, that's a waste.. And woolly and imprecise through and 
through.

 

 

 

From: David Jones 

Sent: Sunday, August 08, 2010 1:59 PM

To: agi 

Subject: Re: [agi] How To Create General AI Draft2

 

Mike,

We've argued about this over and over and over. I don't want to repeat previous 
arguments to you.

You have no proof that the world cannot be broken down into simpler concepts 
and components. The only proof you attempt to propose are your example problems 
that *you* don't understand how to solve. Just because *you* cannot solve them, 
doesn't mean they cannot be solved at all using a certain methodology. So, who 
is really making wild assumptions?

The mere fact that you can refer to a chair means that it is a recognizable 
pattern. LOL. That fact that you don't realize this is quite funny. 

Dave

On Sun, Aug 8, 2010 at 8:23 AM, Mike Tintner tint...@blueyonder.co.uk wrote:

Dave:No... it is equivalent to saying that the whole world can be modeled as if 
everything was made up of matter

 

And matter is... ?  Huh?

 

You clearly don't realise that your thinking is seriously woolly - and you will 
pay a heavy price in lost time.

 

What are your basic world/visual-world analytic units  wh. you are claiming 
to exist?  

 

You thought - perhaps think still - that *concepts* wh. are pretty fundamental 
intellectual units of analysis at a certain level, could be expressed as, or 
indeed, were patterns. IOW there's a fundamental pattern for chair or 
table. Absolute nonsense. And a radical failure to understand the basic 
nature of concepts which is that they are *freeform* schemas, incapable of 
being expressed either as patterns or programs.

 

You had merely assumed that concepts could be expressed as patterns,but had 
never seriously, visually analysed it. Similarly you are merely assuming that 
the world can be analysed into some kind of visual units - but you haven't 
actually done the analysis, have you? You don't have any of these basic units 
to hand, do you? If you do, I suggest, reply instantly, naming a few. You won't 
be able to do it. They don't exist.

 

Your whole approach to AGI is based on variations of what we can call 
fundamental analysis - and it's wrong. God/Evolution hasn't built the world 
with any kind of geometric, or other consistent, bricks. He/It is a freeform 
designer. You have to start thinking outside the box/brick/fundamental unit.

 

From: David Jones 

Sent: Sunday, August 08, 2010 5:12 AM

To: agi 

Subject: Re: [agi] How To Create General AI Draft2

 

Mike,

I took your comments into consideration and have been updating my paper to make 
sure these problems are addressed. 

See more comments below.

On Fri, Aug 6, 2010 at 8:15 PM, Mike Tintner tint...@blueyonder.co.uk wrote:

1) You don't define the difference between narrow AI and AGI - or make clear 
why your approach is one and not the other


I removed this because my audience is for AI researchers... this is AGI 101. I 
think it's clear that my design defines general as being able to handle the 
vast majority of things we want the AI to handle without requiring a change in 
design.
 

   

  2) Learning about the world won't cut it -  vast nos. of progs. claim they 
can learn about the world - what's the difference between narrow AI and AGI 
learning?


The difference is in what you can or can't learn about and what tasks you can 
or can't perform. If the AI is able to receive input about anything it needs to 
know about in the same formats that it knows how to understand and analyze, it 
can reason about anything it needs to.
 

   

  3) Breaking things down into generic components allows us to learn about and 
handle the vast majority of things we want to learn about. This is what makes 
it general!

   

  Wild

Re: RE: [agi] How To Create General AI Draft2

2010-08-09 Thread Mike Tintner
Dave,

You offer nothing to even attend to.

The questions completely unanswered by you are:

1. what basic visual units of analysis have you arrived at? (you say there are 
such things - you must have arrived at something, no?) - zero answer

2.what kind of physical/visual *pattern* informs our concept of chair? - zero 
answer. A non-physical pattern pace you is a non-existent entity/figment of 
your mind, (just as the pattern of divine grace is),  - and yet another 
non-answer.

You're supposed to be doing visual AGI - put up something visual in answer to 
the questions, or, I suggest, keep quiet.


From: David Jones 
Sent: Monday, August 09, 2010 11:55 AM
To: agi 
Subject: Re: RE: [agi] How To Create General AI Draft2


I agree John that this is a useful exercise. This would be a good discussion if 
mike would ever admit that I might be right and he might be wrong. I'm not sure 
that will ever happen though. :) First he says I can't define a pattern that 
works. Then, when I do, he says the pattern is no good because it isn't 
physical. Lol. If he would ever admit that I might have gotten it right, the 
discussion would be a good one. Instead, he hugs his preconceived notions no 
matter how good my arguments are and finds yet another reason, any reason will 
do, to say I'm still wrong. 


  On Aug 9, 2010 2:18 AM, John G. Rose johnr...@polyplexic.com wrote:


  Actually this is quite critical.



  Defining a chair - which would agree with each instance of a chair in the 
supplied image - is the way a chair should be defined and is the way the mind 
processes it.



  It can be defined mathematically in many ways. There is a particular one I 
would go for though...



  John



  From: Mike Tintner [mailto:tint...@blueyonder.co.uk] 
  Sent: Sunday, August 08, 2010 7:28 AM 


  To: agi
  Subject: Re: [agi] How To Create General AI Draft2




  You're waffling.



  You say there's a pattern for chair - DRAW IT. Attached should help you.



  Analyse the chairs given in terms of basic visual units. Or show how any 
basic units can be applied to them. Draw one or two.



  You haven't identified any basic visual units  - you don't have any. Do you? 
Yes/no. 



  No. That's not funny, that's a waste.. And woolly and imprecise through and 
through.







  From: David Jones 

  Sent: Sunday, August 08, 2010 1:59 PM

  To: agi 

  Subject: Re: [agi] How To Create General AI Draft2



  Mike,

  We've argued about this over and over and over. I don't want to repeat 
previous arguments to you.

  You have no proof that the world cannot be broken down into simpler concepts 
and components. The only proof you attempt to propose are your example problems 
that *you* don't understand how to solve. Just because *you* cannot solve them, 
doesn't mean they cannot be solved at all using a certain methodology. So, who 
is really making wild assumptions?

  The mere fact that you can refer to a chair means that it is a recognizable 
pattern. LOL. That fact that you don't realize this is quite funny. 

  Dave

  On Sun, Aug 8, 2010 at 8:23 AM, Mike Tintner tint...@blueyonder.co.uk wrote:

  Dave:No... it is equivalent to saying that the whole world can be modeled as 
if everything was made up of matter



  And matter is... ?  Huh?



  You clearly don't realise that your thinking is seriously woolly - and you 
will pay a heavy price in lost time.



  What are your basic world/visual-world analytic units  wh. you are claiming 
to exist?  



  You thought - perhaps think still - that *concepts* wh. are pretty 
fundamental intellectual units of analysis at a certain level, could be 
expressed as, or indeed, were patterns. IOW there's a fundamental pattern for 
chair or table. Absolute nonsense. And a radical failure to understand the 
basic nature of concepts which is that they are *freeform* schemas, incapable 
of being expressed either as patterns or programs.



  You had merely assumed that concepts could be expressed as patterns,but had 
never seriously, visually analysed it. Similarly you are merely assuming that 
the world can be analysed into some kind of visual units - but you haven't 
actually done the analysis, have you? You don't have any of these basic units 
to hand, do you? If you do, I suggest, reply instantly, naming a few. You won't 
be able to do it. They don't exist.



  Your whole approach to AGI is based on variations of what we can call 
fundamental analysis - and it's wrong. God/Evolution hasn't built the world 
with any kind of geometric, or other consistent, bricks. He/It is a freeform 
designer. You have to start thinking outside the box/brick/fundamental unit.



  From: David Jones 

  Sent: Sunday, August 08, 2010 5:12 AM

  To: agi 

  Subject: Re: [agi] How To Create General AI Draft2



  Mike,

  I took your comments into consideration and have been updating my paper to 
make sure these problems are addressed. 

  See more comments below.

  On Fri, Aug 6, 2010 at 8:15 PM, Mike

Re: [agi] How To Create General AI Draft2

2010-08-09 Thread Jim Bromer
The mind cannot determine whether or not -every- instance of a kind
of object is that kind of object.  I believe that the problem must be a
problem of complexity and it is just that the mind is much better at dealing
with complicated systems of possibilities than any computer program.  A
young child first learns that certain objects are called chairs, and that
the furniture objects that he sits on are mostly chairs.  In a few cases,
after seeing an odd object that is used as a chair for the first time (like
seeing an odd outdoor chair that is fashioned from twisted pieces of wood)
he might not know that it is a chair, or upon reflection wonder if it is or
not.  And think of odd furniture that appears and comes into fashion for a
while and then disappears (like the bean bag chair).  The question for me is
not what the smallest pieces of visual information necessary to represent
the range and diversity of kinds of objects are, but how would these diverse
examples be woven into highly compressed and heavily cross-indexed pieces of
knowledge that could be accessed quickly and reliably, especially for the
most common examples that the person is familiar with.
Jim Bromer

On Mon, Aug 9, 2010 at 2:16 AM, John G. Rose johnr...@polyplexic.comwrote:

  Actually this is quite critical.



 Defining a chair - which would agree with each instance of a chair in the
 supplied image - is the way a chair should be defined and is the way the
 mind processes it.



 John




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agi
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Re: [agi] How To Create General AI Draft2

2010-08-09 Thread David Jones
You see. This is precisely why I don't want to argue with Mike anymore. it
must be a physical pattern. LOL. Who ever said that patterns must be
physical? This is exactly why you can't see my point of view. You impose
unnecessary restrictions on any possible solution when there really are no
such restrictions.

Dave

On Mon, Aug 9, 2010 at 7:27 AM, Mike Tintner tint...@blueyonder.co.ukwrote:

  John:It can be defined mathematically in many ways

 Try it - crude drawings/jottings/diagrams totally acceptable. See my set of
 fotos to Dave.

 (And yes, you're right this is of extreme importance. And no. Dave, there
 are no such things as non-physical patterns).





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Re: [agi] How To Create General AI Draft2

2010-08-09 Thread Mike Tintner
PS Examples of nonphysical patterns AND how they are applicable to visual AGI.?



From: David Jones 
Sent: Monday, August 09, 2010 1:34 PM
To: agi 
Subject: Re: [agi] How To Create General AI Draft2


You see. This is precisely why I don't want to argue with Mike anymore. it 
must be a physical pattern. LOL. Who ever said that patterns must be physical? 
This is exactly why you can't see my point of view. You impose unnecessary 
restrictions on any possible solution when there really are no such 
restrictions.

Dave


On Mon, Aug 9, 2010 at 7:27 AM, Mike Tintner tint...@blueyonder.co.uk wrote:

  John:It can be defined mathematically in many ways

  Try it - crude drawings/jottings/diagrams totally acceptable. See my set of 
fotos to Dave.

  (And yes, you're right this is of extreme importance. And no. Dave, there are 
no such things as non-physical patterns).




  agi | Archives  | Modify Your Subscription   



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Re: [agi] How To Create General AI Draft2

2010-08-09 Thread David Jones
I already stated these. read previous emails.

On Mon, Aug 9, 2010 at 8:48 AM, Mike Tintner tint...@blueyonder.co.ukwrote:

  PS Examples of nonphysical patterns AND how they are applicable to visual
 AGI.?


  *From:* David Jones davidher...@gmail.com
 *Sent:* Monday, August 09, 2010 1:34 PM
 *To:* agi agi@v2.listbox.com
 *Subject:* Re: [agi] How To Create General AI Draft2

 You see. This is precisely why I don't want to argue with Mike anymore. it
 must be a physical pattern. LOL. Who ever said that patterns must be
 physical? This is exactly why you can't see my point of view. You impose
 unnecessary restrictions on any possible solution when there really are no
 such restrictions.

 Dave

 On Mon, Aug 9, 2010 at 7:27 AM, Mike Tintner tint...@blueyonder.co.ukwrote:

  John:It can be defined mathematically in many ways

 Try it - crude drawings/jottings/diagrams totally acceptable. See my set
 of fotos to Dave.

 (And yes, you're right this is of extreme importance. And no. Dave, there
 are no such things as non-physical patterns).


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Re: [agi] How To Create General AI Draft2

2010-08-09 Thread Mike Tintner
Examples of nonphysical patterns?


From: David Jones 
Sent: Monday, August 09, 2010 1:34 PM
To: agi 
Subject: Re: [agi] How To Create General AI Draft2


You see. This is precisely why I don't want to argue with Mike anymore. it 
must be a physical pattern. LOL. Who ever said that patterns must be physical? 
This is exactly why you can't see my point of view. You impose unnecessary 
restrictions on any possible solution when there really are no such 
restrictions.

Dave


On Mon, Aug 9, 2010 at 7:27 AM, Mike Tintner tint...@blueyonder.co.uk wrote:

  John:It can be defined mathematically in many ways

  Try it - crude drawings/jottings/diagrams totally acceptable. See my set of 
fotos to Dave.

  (And yes, you're right this is of extreme importance. And no. Dave, there are 
no such things as non-physical patterns).




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Re: [agi] How To Create General AI Draft2

2010-08-09 Thread Mike Tintner
No you didn't. You're being evasive through and through.

You haven't answered the questions put to you in any shape or form other than 
nonphysical - and never will. Nor do you have any answer. Finis.


From: David Jones 
Sent: Monday, August 09, 2010 1:51 PM
To: agi 
Subject: Re: [agi] How To Create General AI Draft2


I already stated these. read previous emails. 


On Mon, Aug 9, 2010 at 8:48 AM, Mike Tintner tint...@blueyonder.co.uk wrote:

  PS Examples of nonphysical patterns AND how they are applicable to visual 
AGI.?



  From: David Jones 
  Sent: Monday, August 09, 2010 1:34 PM
  To: agi 
  Subject: Re: [agi] How To Create General AI Draft2


  You see. This is precisely why I don't want to argue with Mike anymore. it 
must be a physical pattern. LOL. Who ever said that patterns must be physical? 
This is exactly why you can't see my point of view. You impose unnecessary 
restrictions on any possible solution when there really are no such 
restrictions.

  Dave


  On Mon, Aug 9, 2010 at 7:27 AM, Mike Tintner tint...@blueyonder.co.uk wrote:

John:It can be defined mathematically in many ways

Try it - crude drawings/jottings/diagrams totally acceptable. See my set of 
fotos to Dave.

(And yes, you're right this is of extreme importance. And no. Dave, there 
are no such things as non-physical patterns).




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Re: [agi] How To Create General AI Draft2

2010-08-09 Thread David Jones
Mike,

Quoting a previous email:

QUOTE

In fact, the chair patterns you refer to are not strictly physical
patterns. The pattern is based on how the objects can be used, what their
intended uses probably are, and what most common effective uses are.

So, chairs are objects that are used to sit on. You can identify objects
whose most likely use is for sitting based on experience.

END QUOTE


Even refrigerators can be chairs. If a fridge is in the woods and you're out
there camping, you can sit on it. I could say sit on that fridge couch over
there. The fact that multiple people can sit on it, makes it possible to
call it a couch.

But, it's odd to call it a chair, because it's a fridge. So, when the object
has a more common effective use, as I stated above, it is usually referred
to by that use. If something is most likely used for sitting by a single
person, then it is a chair. If its most common best use is something else,
like cooling food, you would call it a fridge.

So, maybe the pattern would be, if it has some features like a chair, like
possible arm rests, a soft bottom, cushions, legs, a back rest, etc. and you
can't see it being used as anything else, then maybe it's a chair. If
someone sits on it, it certainly is a chair, if you find it by searching for
chairs, its likely a chair. etc.

You see, chairs are not simply recognized by their physical structure. There
are multiple ways you can recognize it and it is certainly important to know
that it doesn't seem useful for another task.

The idea that chairs cannot be recognized because they come in all shapes,
sizes and structures is just wrong.

Dave


On Mon, Aug 9, 2010 at 8:47 AM, Mike Tintner tint...@blueyonder.co.ukwrote:

  Examples of nonphysical patterns?

  *From:* David Jones davidher...@gmail.com
 *Sent:* Monday, August 09, 2010 1:34 PM
 *To:* agi agi@v2.listbox.com
 *Subject:* Re: [agi] How To Create General AI Draft2

 You see. This is precisely why I don't want to argue with Mike anymore. it
 must be a physical pattern. LOL. Who ever said that patterns must be
 physical? This is exactly why you can't see my point of view. You impose
 unnecessary restrictions on any possible solution when there really are no
 such restrictions.

 Dave

 On Mon, Aug 9, 2010 at 7:27 AM, Mike Tintner tint...@blueyonder.co.ukwrote:

  John:It can be defined mathematically in many ways

 Try it - crude drawings/jottings/diagrams totally acceptable. See my set
 of fotos to Dave.

 (And yes, you're right this is of extreme importance. And no. Dave, there
 are no such things as non-physical patterns).


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Re: [agi] How To Create General AI Draft2

2010-08-09 Thread Jim Bromer
Mike Tintner tint...@blueyonder.co.uk wrote:

  How do you reckon that will work for an infant or anyone who has only
 seen an example or two of the concept class-of-forms?


I do not reckon that it will work for an infant or anyone (or anything) who
(or that) has only seen an example or two of the concept class-of-forms.  I
haven't looked at your photos, but I did indicate that learning has to be
able to advance with new kinds of objects of a kind.  My previous comment
specifically dealt with the problem of learning to recognize radically
different instances of the kind.

There was once a time when it was thought that domain-specific AI, using
general methods of reasoning would be more feasible than general AI.  This
optimism was not borne out by experiment.  The question is why not?  I
believe that domain specific AI needs to rely on so much general knowledge
(AGI) as a base, that until a certain level of success in AGI is achieved,
narrower domain specific AI will be limited to calculation-based reasoning
and the like (as in closed taxonomic AI or simple neural networks).

A similar situation occurred in space travel.  At the dawn of the space age
some people intuitively thought that traveling to the moon would be 2000
times more difficult than sending a space vehicle up a 100 miles (since it
was 2000 times further away) so if it took 10 years to get to the pont where
they could get a space capsule up 100 miles, it would take 2 years to
reach the moon.  It didn't work that way, because as the leading experts
realized, getting away from earth's gravity results in a significant and
geometric decrease in the force needed to continue.  Because this fact was
not intuitive to the naive critic it wasn't completely grasped by many
people until the first space vehicle escaped earth orbit a few years after
the first space shots.

I think a similar situation probably is at the center of the feasibility of
basic AGI.  As more and more examples are learned, the complications in
storing and accessing that information in a wise and intelligent manner
become more and more elusive.  But, for example, if domain specific
information is dependent on a certain level of general knowledge, then you
won't see domain specific AI really take off until that level of AGI becomes
feasible.  Why would this relationship occur?  Because each time you double
*all* knowledge (as is implied by a doubling of general knowledge) you have
a progressively more complicated load on the computer.  So to double that
general knowledge twice, you would have to create an AGI program that was
capable of dealing with four times as much complexity.  To double that
general knowledge again, you would have to create an AGI program that would
have to deal with 8 times the complexity as your first prototype.  Once you
get your AGI program to work at a certain level of complexity, then your
domain-specific AI program might start to take off and you would see the
kind of dazzling results which would make the critics more wary of
expressing their skepticism.

Jim Bromer

On Mon, Aug 9, 2010 at 8:13 AM, Mike Tintner tint...@blueyonder.co.ukwrote:

  How do you reckon that will work for an infant or anyone who has only
 seen an example or two of the concept class-of-forms?

 (You're effectively misreading the set of fotos -  altho. this needs making
 clear - a major point of the set is:  how will any concept/schema of chair,
 derived from any set of particular kinds of chairs, cope with a radically
 new kind of chair?  Just saying - well let's analyse the chairs we have -
 is not an answer. You can take it for granted that the new chair will have
 some feature[s]/form that constitutes a radical departure from existing
 ones. (as is amply illustrated by my set of fotos). And yet your - an AGI -
 mind can normally adapt and recognize the new object as a chair. ).

 *From:* Jim Bromer jimbro...@gmail.com
  *Sent:* Monday, August 09, 2010 12:50 PM
  *To:* agi agi@v2.listbox.com
 *Subject:* Re: [agi] How To Create General AI Draft2

   The mind cannot determine whether or not -every- instance of a kind
 of object is that kind of object.  I believe that the problem must be a
 problem of complexity and it is just that the mind is much better at dealing
 with complicated systems of possibilities than any computer program.  A
 young child first learns that certain objects are called chairs, and that
 the furniture objects that he sits on are mostly chairs.  In a few cases,
 after seeing an odd object that is used as a chair for the first time (like
 seeing an odd outdoor chair that is fashioned from twisted pieces of wood)
 he might not know that it is a chair, or upon reflection wonder if it is or
 not.  And think of odd furniture that appears and comes into fashion for a
 while and then disappears (like the bean bag chair).  The question for me is
 not what the smallest pieces of visual information necessary to represent
 the range and diversity of kinds

Re: [agi] How To Create General AI Draft2

2010-08-09 Thread Ben Goertzel
Hi David,

I read the essay

I think it summarizes well some of the key issues involving the bridge
between perception and cognition, and the hierarchical decomposition of
natural concepts

I find the ideas very harmonious with those of Jeff Hawkins, Itamar Arel,
and other researchers focused on hierarchical deep learning approaches to
vision with longer-term AGI ambitions

I'm not sure there are any dramatic new ideas in the essay.  Do you think
there are?

My own view is that these ideas are basically right, but handle only a
modest percentage of what's needed to make a human-level, vaguely human-like
AGI   I.e. I don't agree that solving vision and the vision-cognition
bridge is *such* a huge part of AGI, though it's certainly a nontrivial
percentage...


-- Ben G

On Fri, Aug 6, 2010 at 4:44 PM, David Jones davidher...@gmail.com wrote:

 Hey Guys,

 I've been working on writing out my approach to create general AI to share
 and debate it with others in the field. I've attached my second draft of it
 in PDF format, if you guys are at all interested. It's still a work in
 progress and hasn't been fully edited. Please feel free to comment,
 positively or negatively, if you have a chance to read any of it. I'll be
 adding to and editing it over the next few days.

 I'll try to reply more professionally than I have been lately :) Sorry :S

 Cheers,

 Dave
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-- 
Ben Goertzel, PhD
CEO, Novamente LLC and Biomind LLC
CTO, Genescient Corp
Vice Chairman, Humanity+
Advisor, Singularity University and Singularity Institute
External Research Professor, Xiamen University, China
b...@goertzel.org

I admit that two times two makes four is an excellent thing, but if we are
to give everything its due, two times two makes five is sometimes a very
charming thing too. -- Fyodor Dostoevsky



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Re: [agi] How To Create General AI Draft2

2010-08-09 Thread David Jones
, But what's not
 so obvious - although undeniable - is how stretchable and fluid that line
 must be in order to recognize diverse objects - as diverse as one octopus,
 one cactus,  one mountain. See foto below.  The brain can stretch a
 line outwards to encompass any form of object in the universe - or
 conversely, squeeze/stretch any object inwards to form a 1. All those
 objects in the foto can be squeezed/stretched into that one on the top
 left.

 Now is anyone here going to have the gall to tell me that process of object
 recognition is mathematical?

 But just as strings are - or could be - central to matter and physics; so
 are fluid schemas central to intelligence - and especially to concepts.

 **Correction - a blind idiot *could* see - by touch - that the diverse
 forms of one octopus/flower etc  could not be reduced to a line by any
 mathematical process.

 P.S. When I say that maths cannot deal with fluid schemas and object
 recognition, one should perhaps amend that - it may be that no existing form
 of maths. wh. deals entirely in set forms and patterns can, but that a
 creative version of maths, dealing in free forms and patchworks, could.

 P.P.S. String - the concept - itself involves an extremely fluid schema -
 is a variation, in fact, of the schema of one/1 - and must embrace many
 diverse forms that strings may be shaped into.




  *From:* David Jones davidher...@gmail.com
 *Sent:* Monday, August 09, 2010 2:13 PM
 *To:* agi agi@v2.listbox.com
 *Subject:* Re: [agi] How To Create General AI Draft2

 Mike,

 Quoting a previous email:

 QUOTE

 In fact, the chair patterns you refer to are not strictly physical
 patterns. The pattern is based on how the objects can be used, what their
 intended uses probably are, and what most common effective uses are.

 So, chairs are objects that are used to sit on. You can identify objects
 whose most likely use is for sitting based on experience.

 END QUOTE


 Even refrigerators can be chairs. If a fridge is in the woods and you're
 out there camping, you can sit on it. I could say sit on that fridge couch
 over there. The fact that multiple people can sit on it, makes it possible
 to call it a couch.

 But, it's odd to call it a chair, because it's a fridge. So, when the
 object has a more common effective use, as I stated above, it is usually
 referred to by that use. If something is most likely used for sitting by a
 single person, then it is a chair. If its most common best use is something
 else, like cooling food, you would call it a fridge.

 So, maybe the pattern would be, if it has some features like a chair, like
 possible arm rests, a soft bottom, cushions, legs, a back rest, etc. and you
 can't see it being used as anything else, then maybe it's a chair. If
 someone sits on it, it certainly is a chair, if you find it by searching for
 chairs, its likely a chair. etc.

 You see, chairs are not simply recognized by their physical structure.
 There are multiple ways you can recognize it and it is certainly important
 to know that it doesn't seem useful for another task.

 The idea that chairs cannot be recognized because they come in all shapes,
 sizes and structures is just wrong.

 Dave


 On Mon, Aug 9, 2010 at 8:47 AM, Mike Tintner tint...@blueyonder.co.ukwrote:

  Examples of nonphysical patterns?

  *From:* David Jones davidher...@gmail.com
 *Sent:* Monday, August 09, 2010 1:34 PM
  *To:* agi agi@v2.listbox.com
 *Subject:* Re: [agi] How To Create General AI Draft2

  You see. This is precisely why I don't want to argue with Mike anymore.
 it must be a physical pattern. LOL. Who ever said that patterns must be
 physical? This is exactly why you can't see my point of view. You impose
 unnecessary restrictions on any possible solution when there really are no
 such restrictions.

 Dave

 On Mon, Aug 9, 2010 at 7:27 AM, Mike Tintner tint...@blueyonder.co.ukwrote:

  John:It can be defined mathematically in many ways

 Try it - crude drawings/jottings/diagrams totally acceptable. See my set
 of fotos to Dave.

 (And yes, you're right this is of extreme importance. And no. Dave, there
 are no such things as non-physical patterns).


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Re: [agi] How To Create General AI Draft2

2010-08-09 Thread David Jones
Thanks Ben,

I think the biggest difference with the way I approach it is to be
deliberate in how the system solves specific kinds of problems. I haven't
gone into that in detail yet though.

For example, Itamar seems to want to give the AI the basic building blocks
that make up spaciotemporal dependencies as a sort of bag of features and
just let a neural-net-like structure find the patterns. If that is not
accurate, please correct me. I am very skeptical of such approaches because
there is no guarantee at all that the system will properly represent the
relationships and structure of the data. It seems just hopeful to me that
such a system would get it right out of the vast number of possible results
it could accidental arrive at.

The human visual system doesn't evolve like that on the fly. This can be
proven by the fact that we all see the same visual illusions. We all exhibit
the same visual limitations in the same way. There is much evidence that the
system doesn't evolve accidentally. It has a limited set of rules it uses to
learn from perceptual data.

I think a more deliberate approach would be more effective because we can
understand why it does what it does, how it does it, and why its not working
if it doesn't work. With such deliberate approaches, it is much more clear
how to proceed and to reuse knowledge in many complementary ways. This is
what I meant by emergence.

I propose a more deliberate approach that knows exactly why problems can be
solved a certain way and how the system is likely to solve them.

I'm suggesting to represent the spaciotemporal relationships deliberately
and explicitly. Then we can construct general algorithms to solve problems
explicitly, yet generally.

Regarding computer vision not being that important... Don't you think that
because knowledge is so essential and manual input is inneffective,
perception-based acquisition of knowledge is a very serious barrier to AGI?
It seems to me that the solutions to AGI problems being constructed are not
using knowledge gained from simulated perception effectively. OpenCog's
natural language processing for example, seems to use very very little
knowledge that would be gathered from visual perception. As far as I
remember, it mostly uses things that are learned from other sources. To me,
it doesn't make sense to spend so much time debugging and developing such
solutions, when a better and more general approach to language understanding
would use a lot of knowledge.

Those are the sorts of things I feel are new to this approach.

Thanks Again,

Dave

PS: I'm planning to go to the Singularity Summit :) Last minute. Hope to see
you there.


On Mon, Aug 9, 2010 at 10:01 AM, Ben Goertzel b...@goertzel.org wrote:

 Hi David,

 I read the essay

 I think it summarizes well some of the key issues involving the bridge
 between perception and cognition, and the hierarchical decomposition of
 natural concepts

 I find the ideas very harmonious with those of Jeff Hawkins, Itamar Arel,
 and other researchers focused on hierarchical deep learning approaches to
 vision with longer-term AGI ambitions

 I'm not sure there are any dramatic new ideas in the essay.  Do you think
 there are?

 My own view is that these ideas are basically right, but handle only a
 modest percentage of what's needed to make a human-level, vaguely human-like
 AGI   I.e. I don't agree that solving vision and the vision-cognition
 bridge is *such* a huge part of AGI, though it's certainly a nontrivial
 percentage...


 -- Ben G

 On Fri, Aug 6, 2010 at 4:44 PM, David Jones davidher...@gmail.com wrote:

 Hey Guys,

 I've been working on writing out my approach to create general AI to share
 and debate it with others in the field. I've attached my second draft of it
 in PDF format, if you guys are at all interested. It's still a work in
 progress and hasn't been fully edited. Please feel free to comment,
 positively or negatively, if you have a chance to read any of it. I'll be
 adding to and editing it over the next few days.

 I'll try to reply more professionally than I have been lately :) Sorry :S

 Cheers,

 Dave
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 --
 Ben Goertzel, PhD
 CEO, Novamente LLC and Biomind LLC
 CTO, Genescient Corp
 Vice Chairman, Humanity+
 Advisor, Singularity University and Singularity Institute
 External Research Professor, Xiamen University, China
 b...@goertzel.org

 I admit that two times two makes four is an excellent thing, but if we are
 to give everything its due, two times two makes five is sometimes a very
 charming thing too. -- Fyodor Dostoevsky

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Re: [agi] How To Create General AI Draft2

2010-08-09 Thread Mike Tintner
Ben: I don't agree that solving vision and the vision-cognition bridge is 
*such* a huge part of AGI, though it's certainly a nontrivial percentage

Presumably because you don't envisage your AGI/computer as an independent 
entity? All its info. is going to have to be entered into it in a specially 
prepared form - and it's still going to be massively and continuously dependent 
on human programmers?

Humans and real AGI's receive virtually all their info. - certainly all their 
internet info - through heavily visual processing (with obvious exceptions like 
sound). You can't do maths and logic if you can't see them, and they have 
visual forms -  equations and logic have visual form and use visual 
ideogrammatic as well as visual numerical signs. 

Just wh. intelligent problemsolving operations is your AGI going to do, that do 
NOT involve visual processing OR - the alternative - massive human assistance 
to substitute for that processing?



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Re: [agi] How To Create General AI Draft2

2010-08-09 Thread Ben Goertzel
On Mon, Aug 9, 2010 at 11:42 AM, Mike Tintner tint...@blueyonder.co.ukwrote:

  Ben: I don't agree that solving vision and the vision-cognition bridge is
 *such* a huge part of AGI, though it's certainly a nontrivial percentage

 Presumably because you don't envisage your AGI/computer as an independent
 entity? All its info. is going to have to be entered into it in a specially
 prepared form - and it's still going to be massively and continuously
 dependent on human programmers?


I envisage my AGI as an independent entity, ingesting information from the
world in a similar manner to how humans do (as well as through additional
senses not available to humans)

You misunderstood my statement.  I think that vision and the
vision-cognition bridge are important for AGI, but I think they're only a
moderate portion of the problem, and not the hardest part...




 Humans and real AGI's receive virtually all their info. - certainly all
 their internet info - through heavily visual processing (with obvious
 exceptions like sound). You can't do maths and logic if you can't see them,
 and they have visual forms -  equations and logic have visual form and use
 visual ideogrammatic as well as visual numerical signs.

 Just wh. intelligent problemsolving operations is your AGI going to do,
 that do NOT involve visual processing OR - the alternative - massive human
 assistance to substitute for that processing?

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-- 
Ben Goertzel, PhD
CEO, Novamente LLC and Biomind LLC
CTO, Genescient Corp
Vice Chairman, Humanity+
Advisor, Singularity University and Singularity Institute
External Research Professor, Xiamen University, China
b...@goertzel.org

I admit that two times two makes four is an excellent thing, but if we are
to give everything its due, two times two makes five is sometimes a very
charming thing too. -- Fyodor Dostoevsky



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Re: [agi] How To Create General AI Draft2

2010-08-09 Thread Ben Goertzel

 The human visual system doesn't evolve like that on the fly. This can be
 proven by the fact that we all see the same visual illusions. We all exhibit
 the same visual limitations in the same way. There is much evidence that the
 system doesn't evolve accidentally. It has a limited set of rules it uses to
 learn from perceptual data.



That is not a proof, of course.  It could be that given a general
architecture, and inputs with certain statistical properties, the same
internal structures inevitably self-organize




 I think a more deliberate approach would be more effective because we can
 understand why it does what it does, how it does it, and why its not working
 if it doesn't work. With such deliberate approaches, it is much more clear
 how to proceed and to reuse knowledge in many complementary ways. This is
 what I meant by emergence.



I understand the general concept.  I am reminded a bit of Poggio's
hierarchical visual cortex simulations -- which do attempt to emulate the
human brain's specific processing, on a neuronal cluster and inter-cluster
connectivity level

However, Poggio hasn't yet solved the problem of making this kind of
deliberately-engineered hierarchical vision network incorporate cognition==
perception feedback.  At this stage it seems basically a feedforward
system.

So I'm curious

-- what are the specific pattern-recognition modules that you will put into
your system, and how will you arrange them hierarchically?

-- how will you handle feedback connections (top-down) among the modules?

thx
ben



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Re: [agi] How To Create General AI Draft2

2010-08-09 Thread Mike Tintner
Ben:I think that vision and the vision-cognition bridge are important for AGI, 
but I think they're only a moderate portion of the problem, and not the hardest 
part...

Which is?


From: Ben Goertzel 
Sent: Monday, August 09, 2010 4:57 PM
To: agi 
Subject: Re: [agi] How To Create General AI Draft2





On Mon, Aug 9, 2010 at 11:42 AM, Mike Tintner tint...@blueyonder.co.uk wrote:

  Ben: I don't agree that solving vision and the vision-cognition bridge is 
*such* a huge part of AGI, though it's certainly a nontrivial percentage

  Presumably because you don't envisage your AGI/computer as an independent 
entity? All its info. is going to have to be entered into it in a specially 
prepared form - and it's still going to be massively and continuously dependent 
on human programmers?

I envisage my AGI as an independent entity, ingesting information from the 
world in a similar manner to how humans do (as well as through additional 
senses not available to humans)

You misunderstood my statement.  I think that vision and the vision-cognition 
bridge are important for AGI, but I think they're only a moderate portion of 
the problem, and not the hardest part...

 

  Humans and real AGI's receive virtually all their info. - certainly all their 
internet info - through heavily visual processing (with obvious exceptions like 
sound). You can't do maths and logic if you can't see them, and they have 
visual forms -  equations and logic have visual form and use visual 
ideogrammatic as well as visual numerical signs. 

  Just wh. intelligent problemsolving operations is your AGI going to do, that 
do NOT involve visual processing OR - the alternative - massive human 
assistance to substitute for that processing?

agi | Archives  | Modify Your Subscription  




-- 
Ben Goertzel, PhD
CEO, Novamente LLC and Biomind LLC
CTO, Genescient Corp
Vice Chairman, Humanity+
Advisor, Singularity University and Singularity Institute
External Research Professor, Xiamen University, China
b...@goertzel.org

I admit that two times two makes four is an excellent thing, but if we are to 
give everything its due, two times two makes five is sometimes a very charming 
thing too. -- Fyodor Dostoevsky


  agi | Archives  | Modify Your Subscription   



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Re: [agi] How To Create General AI Draft2

2010-08-09 Thread Ian Parker
Point about DESTIN, it has no preconceived assumptions. Some of
the entities might be chairs, but it will not have been specifically told
about a chair.


  - Ian Parker

On 9 August 2010 12:50, Jim Bromer jimbro...@gmail.com wrote:

 The mind cannot determine whether or not -every- instance of a kind
 of object is that kind of object.  I believe that the problem must be a
 problem of complexity and it is just that the mind is much better at dealing
 with complicated systems of possibilities than any computer program.  A
 young child first learns that certain objects are called chairs, and that
 the furniture objects that he sits on are mostly chairs.  In a few cases,
 after seeing an odd object that is used as a chair for the first time (like
 seeing an odd outdoor chair that is fashioned from twisted pieces of wood)
 he might not know that it is a chair, or upon reflection wonder if it is or
 not.  And think of odd furniture that appears and comes into fashion for a
 while and then disappears (like the bean bag chair).  The question for me is
 not what the smallest pieces of visual information necessary to represent
 the range and diversity of kinds of objects are, but how would these diverse
 examples be woven into highly compressed and heavily cross-indexed pieces of
 knowledge that could be accessed quickly and reliably, especially for the
 most common examples that the person is familiar with.
 Jim Bromer

 On Mon, Aug 9, 2010 at 2:16 AM, John G. Rose johnr...@polyplexic.comwrote:

  Actually this is quite critical.



 Defining a chair - which would agree with each instance of a chair in the
 supplied image - is the way a chair should be defined and is the way the
 mind processes it.



 John

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Re : [agi] How To Create General AI Draft2

2010-08-09 Thread Bruno Frandemiche
sorry,i think all the cognition are base on a private language of models base 
on 
topolical geometrical dynamic in our web mental
therefore the mecanism of vision serve at visionmental-vision
bruno




De : Mike Tintner tint...@blueyonder.co.uk
À : agi agi@v2.listbox.com
Envoyé le : Lun 9 août 2010, 18h 48min 49s
Objet : Re: [agi] How To Create General AI Draft2


Ben:I think that vision and the vision-cognition bridge are important for AGI, 
but I think they're only a moderate portion of the problem, and not the hardest 
part...

Which is?
 
 
From: Ben Goertzel 
Sent: Monday, August 09, 2010 4:57 PM
To: agi 
Subject: Re: [agi] How To Create General AI Draft2



On Mon, Aug 9, 2010 at 11:42 AM, Mike Tintner tint...@blueyonder.co.uk wrote:

Ben:I don't agree that solving vision and the vision-cognition bridge is *such* 
a huge part of AGI, though it's certainly a nontrivial percentage

Presumably because you don't envisage your AGI/computer as an independent 
entity? All its info. is going to have to be entered into it in a specially 
prepared form - and it's still going to be massively and continuously 
dependent 
on human programmers?

I envisage my AGI as an independent entity, ingesting information from the 
world 
in a similar manner to how humans do (as well as through additional senses not 
available to humans)

You misunderstood my statement.  I think that vision and the vision-cognition 
bridge are important for AGI, but I think they're only a moderate portion of 
the 
problem, and not the hardest part...

 


Humans and real AGI's receive virtually all their info. - certainly all their 
internet info - through heavily visual processing (with obvious exceptions 
like 
sound). You can't do maths and logic if you can't see them, and they have 
visual 
forms -  equations and logic have visual form and use visual ideogrammatic as 
well as visual numerical signs. 

 
Just wh. intelligent problemsolving operations is your AGI going to do, 
that do 
NOT involve visual processing OR - the alternative - massive human assistance 
to 
substitute for that processing?
 
agi | Archives  | Modify Your Subscription  


-- 
Ben Goertzel, PhD
CEO, Novamente LLC and Biomind LLC
CTO, Genescient Corp
Vice Chairman, Humanity+
Advisor, Singularity University and Singularity Institute
External Research Professor, Xiamen University, China
b...@goertzel.org

I admit that two times two makes four is an excellent thing, but if we are to 
give everything its due, two times two makes five is sometimes a very charming 
thing too. -- Fyodor Dostoevsky


agi | Archives  | Modify Your Subscription   
agi | Archives  | Modify Your Subscription   


  


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Re: [agi] How To Create General AI Draft2

2010-08-09 Thread Ben Goertzel
IMO the hardest part is not any particular part, but rather integration:
getting all the parts to work together in a scalable, adaptive way...

On Mon, Aug 9, 2010 at 12:48 PM, Mike Tintner tint...@blueyonder.co.ukwrote:

  Ben:I think that vision and the vision-cognition bridge are important for
 AGI, but I think they're only a moderate portion of the problem, and not the
 hardest part...

 Which is?


  *From:* Ben Goertzel b...@goertzel.org
 *Sent:* Monday, August 09, 2010 4:57 PM
 *To:* agi agi@v2.listbox.com
 *Subject:* Re: [agi] How To Create General AI Draft2



 On Mon, Aug 9, 2010 at 11:42 AM, Mike Tintner tint...@blueyonder.co.ukwrote:

  Ben: I don't agree that solving vision and the vision-cognition bridge
 is *such* a huge part of AGI, though it's certainly a nontrivial percentage

 Presumably because you don't envisage your AGI/computer as an independent
 entity? All its info. is going to have to be entered into it in a specially
 prepared form - and it's still going to be massively and continuously
 dependent on human programmers?


 I envisage my AGI as an independent entity, ingesting information from the
 world in a similar manner to how humans do (as well as through additional
 senses not available to humans)

 You misunderstood my statement.  I think that vision and the
 vision-cognition bridge are important for AGI, but I think they're only a
 moderate portion of the problem, and not the hardest part...




 Humans and real AGI's receive virtually all their info. - certainly all
 their internet info - through heavily visual processing (with obvious
 exceptions like sound). You can't do maths and logic if you can't see them,
 and they have visual forms -  equations and logic have visual form and use
 visual ideogrammatic as well as visual numerical signs.

 Just wh. intelligent problemsolving operations is your AGI going to do,
 that do NOT involve visual processing OR - the alternative - massive human
 assistance to substitute for that processing?

   *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
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 --
 Ben Goertzel, PhD
 CEO, Novamente LLC and Biomind LLC
 CTO, Genescient Corp
 Vice Chairman, Humanity+
 Advisor, Singularity University and Singularity Institute
 External Research Professor, Xiamen University, China
 b...@goertzel.org

 I admit that two times two makes four is an excellent thing, but if we are
 to give everything its due, two times two makes five is sometimes a very
 charming thing too. -- Fyodor Dostoevsky

   *agi* | Archives https://www.listbox.com/member/archive/303/=now
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-- 
Ben Goertzel, PhD
CEO, Novamente LLC and Biomind LLC
CTO, Genescient Corp
Vice Chairman, Humanity+
Advisor, Singularity University and Singularity Institute
External Research Professor, Xiamen University, China
b...@goertzel.org

I admit that two times two makes four is an excellent thing, but if we are
to give everything its due, two times two makes five is sometimes a very
charming thing too. -- Fyodor Dostoevsky



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Re: [agi] How To Create General AI Draft2

2010-08-09 Thread David Jones
Ben,

Comments below.

On Mon, Aug 9, 2010 at 12:00 PM, Ben Goertzel b...@goertzel.org wrote:



 The human visual system doesn't evolve like that on the fly. This can be
 proven by the fact that we all see the same visual illusions. We all exhibit
 the same visual limitations in the same way. There is much evidence that the
 system doesn't evolve accidentally. It has a limited set of rules it uses to
 learn from perceptual data.



 That is not a proof, of course.  It could be that given a general
 architecture, and inputs with certain statistical properties, the same
 internal structures inevitably self-organize


You're right, I should organize details and evidence that the human brain
has a lot of its processing algorithms built in.

Another example of this innate ability to process inputs the right way is
the fact that many language acquisition researchers believe that children
have a built-in hypothesis space that they use when learning language (see
generativism at http://en.wikipedia.org/wiki/Language_acquisition).

It is likely not enough to just give it all the data it needs and let it
guess till it fines a good answer. The hypothesis space is likely too large.




So I'm curious

 -- what are the specific pattern-recognition modules that you will put into
 your system, and how will you arrange them hierarchically?


Well, the first pattern-recognition modules are the ones for inferring scene
and object structures and properties from visual/lidar data. I can't really
be specific because

The next set of pattern-recognition modules would be for inferring
relationships such as object whole-to-part relationships and their other
behavioral relationships. Basically, algorithms for inferring a sparse or
dense models of objects. Again, it is quite hard to be specific about
algorithms. There is a lot of detailed analysis that I have yet to do for
each type of problem and how the whole is broken down into these types of
relationships. Again, as you can see, I think the problem can be broken down
into generic components that can be reasoned about.

As for hierarchical design... I haven't decided yet. It really depends on
the purpose of the hierarchy and its function. That's why in the paper I
stress function before design.






 -- how will you handle feedback connections (top-down) among the modules?



That's a very good question. I haven't decided yet really because I haven't
fully worked out all the pieces of the design and how they must interact to
solve problems. I'd need to analyze specific requirements and what problems
such feedback is required to solve.

I guess one example of feedback might be the interpretation of ambiguous
visual input, such as single images from a less than ideal camera and scene
setup. Such problems require feedback from knowledge. I see this as a
separate visual processing system from the visual learning system that I
mentioned in the paper. This is because the system I designed is for
learning from less ambiguous input. Once it has gained sufficient knowledge
this way, more ambiguous input would be possible to process and understand
with confidence.

So, clearly much still has to be worked out about the design. But, my
working assumption is that these things can be broken down analytically and
solved. The alternative is to just hope that a similar-to-the-brain model is
going to work. I just don't think we can reasonably hope that such a model
will work, be effective and be efficient. I think it is just too hard to
guess at the right structure that will solve the problems without actually
showing how it solves all the problems we want to apply it to.
*
I really think it is very important for the functional requirements to
create the design.* Regardless of the approach, we need to understand why
the solutions we create solve the problems we want to solve. And if we can't
show that they do solve them or how they solve them, then the odds are
against us that they will work. That's my opinion.

If one could show how deep learning models, for example, really do solve all
the problems we want to solve, then I would be willing to use them. I just
don't see it though. I doesn't seem that the solution was generated by the
problem. It seems more that the solution was generated based on its
similarity to the brain. I just can't accept the risk that such approaches
won't work.

Since I don't think reverse engineering the brain makes sense either. My
only alternative to those two approaches seems to be the one I'm taking.

Dave



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RE: [agi] How To Create General AI Draft2

2010-08-09 Thread John G. Rose
 -Original Message-
 From: Jim Bromer [mailto:jimbro...@gmail.com]
 
 The question for me is not what the
 smallest pieces of visual information necessary to represent the range
 and diversity of kinds of objects are, but how would these diverse
examples
 be woven into highly compressed and heavily cross-indexed pieces of
 knowledge that could be accessed quickly and reliably, especially for the
 most common examples that the person is familiar with.

This is a big part of it and for me the most exciting. And I don't think
that this subsystem would take up millions of lines of code either. It's
just that it is a *very* sophisticated and dynamic mathematical structure
IMO.

John





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RE: RE: [agi] How To Create General AI Draft2

2010-08-09 Thread John G. Rose
Hmm... Shall we coin this the Tinter Contrarian Pattern? 

 

Or anti-pattern :)

 

John

 

From: David Jones [mailto:davidher...@gmail.com] 
I agree John that this is a useful exercise. This would be a good discussion
if mike would ever admit that I might be right and he might be wrong. I'm
not sure that will ever happen though. :) First he says I can't define a
pattern that works. Then, when I do, he says the pattern is no good because
it isn't physical. Lol. If he would ever admit that I might have gotten it
right, the discussion would be a good one. Instead, he hugs his preconceived
notions no matter how good my arguments are and finds yet another reason,
any reason will do, to say I'm still wrong. 

On Aug 9, 2010 2:18 AM, John G. Rose johnr...@polyplexic.com wrote:

Actually this is quite critical.

 

Defining a chair - which would agree with each instance of a chair in the
supplied image - is the way a chair should be defined and is the way the
mind processes it.

 

It can be defined mathematically in many ways. There is a particular one I
would go for though...

 

John

 

From: Mike Tintner [mailto:tint...@blueyonder.co.uk] 
Sent: Sunday, August 08, 2010 7:28 AM


To: agi
Subject: Re: [agi] How To Create General AI Draft2

 

You're waffling.

 

You say there's a pattern for chair - DRAW IT. Attached should help you.

 

Analyse the chairs given in terms of basic visual units. Or show how any
basic units can be applied to them. Draw one or two.

 

You haven't identified any basic visual units  - you don't have any. Do you?
Yes/no. 

 

No. That's not funny, that's a waste.. And woolly and imprecise through
and through.

 

 

 

From: David Jones mailto:davidher...@gmail.com  

Sent: Sunday, August 08, 2010 1:59 PM

To: agi mailto:agi@v2.listbox.com  

Subject: Re: [agi] How To Create General AI Draft2

 

Mike,

We've argued about this over and over and over. I don't want to repeat
previous arguments to you.

You have no proof that the world cannot be broken down into simpler concepts
and components. The only proof you attempt to propose are your example
problems that *you* don't understand how to solve. Just because *you* cannot
solve them, doesn't mean they cannot be solved at all using a certain
methodology. So, who is really making wild assumptions?

The mere fact that you can refer to a chair means that it is a
recognizable pattern. LOL. That fact that you don't realize this is quite
funny. 

Dave

On Sun, Aug 8, 2010 at 8:23 AM, Mike Tintner tint...@blueyonder.co.uk
wrote:

Dave:No... it is equivalent to saying that the whole world can be modeled as
if everything was made up of matter

 

And matter is... ?  Huh?

 

You clearly don't realise that your thinking is seriously woolly - and you
will pay a heavy price in lost time.

 

What are your basic world/visual-world analytic units  wh. you are
claiming to exist?  

 

You thought - perhaps think still - that *concepts* wh. are pretty
fundamental intellectual units of analysis at a certain level, could be
expressed as, or indeed, were patterns. IOW there's a fundamental pattern
for chair or table. Absolute nonsense. And a radical failure to
understand the basic nature of concepts which is that they are *freeform*
schemas, incapable of being expressed either as patterns or programs.

 

You had merely assumed that concepts could be expressed as patterns,but had
never seriously, visually analysed it. Similarly you are merely assuming
that the world can be analysed into some kind of visual units - but you
haven't actually done the analysis, have you? You don't have any of these
basic units to hand, do you? If you do, I suggest, reply instantly, naming a
few. You won't be able to do it. They don't exist.

 

Your whole approach to AGI is based on variations of what we can call
fundamental analysis - and it's wrong. God/Evolution hasn't built the
world with any kind of geometric, or other consistent, bricks. He/It is a
freeform designer. You have to start thinking outside the
box/brick/fundamental unit.

 

From: David Jones mailto:davidher...@gmail.com  

Sent: Sunday, August 08, 2010 5:12 AM

To: agi mailto:agi@v2.listbox.com  

Subject: Re: [agi] How To Create General AI Draft2

 

Mike,

I took your comments into consideration and have been updating my paper to
make sure these problems are addressed. 

See more comments below.

On Fri, Aug 6, 2010 at 8:15 PM, Mike Tintner tint...@blueyonder.co.uk
wrote:

1) You don't define the difference between narrow AI and AGI - or make clear
why your approach is one and not the other


I removed this because my audience is for AI researchers... this is AGI 101.
I think it's clear that my design defines general as being able to handle
the vast majority of things we want the AI to handle without requiring a
change in design.
 

 

2) Learning about the world won't cut it -  vast nos. of progs. claim they
can learn about the world - what's the difference between narrow AI and AGI
learning

Re: [agi] How To Create General AI Draft2

2010-08-08 Thread Mike Tintner
Dave:No... it is equivalent to saying that the whole world can be modeled as if 
everything was made up of matter

And matter is... ?  Huh?

You clearly don't realise that your thinking is seriously woolly - and you will 
pay a heavy price in lost time.

What are your basic world/visual-world analytic units  wh. you are claiming 
to exist?  

You thought - perhaps think still - that *concepts* wh. are pretty fundamental 
intellectual units of analysis at a certain level, could be expressed as, or 
indeed, were patterns. IOW there's a fundamental pattern for chair or 
table. Absolute nonsense. And a radical failure to understand the basic 
nature of concepts which is that they are *freeform* schemas, incapable of 
being expressed either as patterns or programs.

You had merely assumed that concepts could be expressed as patterns,but had 
never seriously, visually analysed it. Similarly you are merely assuming that 
the world can be analysed into some kind of visual units - but you haven't 
actually done the analysis, have you? You don't have any of these basic units 
to hand, do you? If you do, I suggest, reply instantly, naming a few. You won't 
be able to do it. They don't exist.

Your whole approach to AGI is based on variations of what we can call 
fundamental analysis - and it's wrong. God/Evolution hasn't built the world 
with any kind of geometric, or other consistent, bricks. He/It is a freeform 
designer. You have to start thinking outside the box/brick/fundamental unit.


From: David Jones 
Sent: Sunday, August 08, 2010 5:12 AM
To: agi 
Subject: Re: [agi] How To Create General AI Draft2


Mike,

I took your comments into consideration and have been updating my paper to make 
sure these problems are addressed. 

See more comments below.


On Fri, Aug 6, 2010 at 8:15 PM, Mike Tintner tint...@blueyonder.co.uk wrote:

  1) You don't define the difference between narrow AI and AGI - or make clear 
why your approach is one and not the other

I removed this because my audience is for AI researchers... this is AGI 101. I 
think it's clear that my design defines general as being able to handle the 
vast majority of things we want the AI to handle without requiring a change in 
design.
 


  2) Learning about the world won't cut it -  vast nos. of progs. claim they 
can learn about the world - what's the difference between narrow AI and AGI 
learning?

The difference is in what you can or can't learn about and what tasks you can 
or can't perform. If the AI is able to receive input about anything it needs to 
know about in the same formats that it knows how to understand and analyze, it 
can reason about anything it needs to.
 

  3) Breaking things down into generic components allows us to learn about and 
handle the vast majority of things we want to learn about. This is what makes 
it general!

  Wild assumption, unproven or at all demonstrated and untrue.

You are only right that I haven't demonstrated it. I will address this in the 
next paper and continue adding details over the next few drafts.

As a simple argument against your counter argument... 

If that were true that we could not understand the world using a limited set of 
rules or concepts, how is it that a human baby, with a design that is 
predetermined to interact with the world a certain way by its DNA, is able to 
deal with unforeseen things that were not preprogrammed? That’s right, the baby 
was born with a set of rules that robustly allows it to deal with the 
unforeseen. It has a limited set of rules used to learn. That is equivalent to 
a limited set of “concepts” (i.e. rules) that would allow a computer to deal 
with the unforeseen. 
 
  Interesting philosophically because it implicitly underlies AGI-ers' 
fantasies of take-off. You can compare it to the idea that all science can be 
reduced to physics. If it could, then an AGI could indeed take-off. But it's 
demonstrably not so.

No... it is equivalent to saying that the whole world can be modeled as if 
everything was made up of matter. Oh, I forgot, that is the case :) It is a 
limited set of concepts, yet it can create everything we know.
 

  You don't seem to understand that the problem of AGI is to deal with the NEW 
- the unfamiliar, that wh. cannot be broken down into familiar categories, - 
and then find ways of dealing with it ad hoc.

You don't seem to understand that even the things you think cannot be broken 
down, can be.


Dave

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Re: [agi] How To Create General AI Draft2

2010-08-08 Thread David Jones
Mike,

We've argued about this over and over and over. I don't want to repeat
previous arguments to you.

You have no proof that the world cannot be broken down into simpler concepts
and components. The only proof you attempt to propose are your example
problems that *you* don't understand how to solve. Just because *you* cannot
solve them, doesn't mean they cannot be solved at all using a certain
methodology. So, who is really making wild assumptions?

The mere fact that you can refer to a chair means that it is a
recognizable pattern. LOL. That fact that you don't realize this is quite
funny.

Dave

On Sun, Aug 8, 2010 at 8:23 AM, Mike Tintner tint...@blueyonder.co.ukwrote:

  Dave:No... it is equivalent to saying that the whole world can be modeled
 as if everything was made up of matter

 And matter is... ?  Huh?

 You clearly don't realise that your thinking is seriously woolly - and you
 will pay a heavy price in lost time.

 What are your basic world/visual-world analytic units  wh. you are
 claiming to exist?

 You thought - perhaps think still - that *concepts* wh. are pretty
 fundamental intellectual units of analysis at a certain level, could be
 expressed as, or indeed, were patterns. IOW there's a fundamental pattern
 for chair or table. Absolute nonsense. And a radical failure to
 understand the basic nature of concepts which is that they are *freeform*
 schemas, incapable of being expressed either as patterns or programs.

 You had merely assumed that concepts could be expressed as patterns,but had
 never seriously, visually analysed it. Similarly you are merely assuming
 that the world can be analysed into some kind of visual units - but you
 haven't actually done the analysis, have you? You don't have any of these
 basic units to hand, do you? If you do, I suggest, reply instantly, naming a
 few. You won't be able to do it. They don't exist.

 Your whole approach to AGI is based on variations of what we can call
 fundamental analysis - and it's wrong. God/Evolution hasn't built the
 world with any kind of geometric, or other consistent, bricks. He/It is a
 freeform designer. You have to start thinking outside the
 box/brick/fundamental unit.

  *From:* David Jones davidher...@gmail.com
 *Sent:* Sunday, August 08, 2010 5:12 AM
 *To:* agi agi@v2.listbox.com
 *Subject:* Re: [agi] How To Create General AI Draft2

 Mike,

 I took your comments into consideration and have been updating my paper to
 make sure these problems are addressed.

 See more comments below.

 On Fri, Aug 6, 2010 at 8:15 PM, Mike Tintner tint...@blueyonder.co.ukwrote:

  1) You don't define the difference between narrow AI and AGI - or make
 clear why your approach is one and not the other


 I removed this because my audience is for AI researchers... this is AGI
 101. I think it's clear that my design defines general as being able to
 handle the vast majority of things we want the AI to handle without
 requiring a change in design.



 2) Learning about the world won't cut it -  vast nos. of progs. claim
 they can learn about the world - what's the difference between narrow AI and
 AGI learning?


 The difference is in what you can or can't learn about and what tasks you
 can or can't perform. If the AI is able to receive input about anything it
 needs to know about in the same formats that it knows how to understand and
 analyze, it can reason about anything it needs to.



 3) Breaking things down into generic components allows us to learn about
 and handle the vast majority of things we want to learn about. This is what
 makes it general!

 Wild assumption, unproven or at all demonstrated and untrue.


 You are only right that I haven't demonstrated it. I will address this in
 the next paper and continue adding details over the next few drafts.

 As a simple argument against your counter argument...

 If that were true that we could not understand the world using a limited
 set of rules or concepts, how is it that a human baby, with a design that is
 predetermined to interact with the world a certain way by its DNA, is able
 to deal with unforeseen things that were not preprogrammed? That’s right,
 the baby was born with a set of rules that robustly allows it to deal with
 the unforeseen. It has a limited set of rules used to learn. That is
 equivalent to a limited set of “concepts” (i.e. rules) that would allow a
 computer to deal with the unforeseen.


  Interesting philosophically because it implicitly underlies AGI-ers'
 fantasies of take-off. You can compare it to the idea that all science can
 be reduced to physics. If it could, then an AGI could indeed take-off. But
 it's demonstrably not so.


 No... it is equivalent to saying that the whole world can be modeled as if
 everything was made up of matter. Oh, I forgot, that is the case :) It is a
 limited set of concepts, yet it can create everything we know.



 You don't seem to understand that the problem of AGI is to deal with the
 NEW - the unfamiliar

Re: [agi] How To Create General AI Draft2

2010-08-08 Thread David Jones
:) what you don't realize is that patterns don't have to be strictly limited
to the actual physical structure.

In fact, the chair patterns you refer to are not strictly physical
patterns. The pattern is based on how the objects can be used, what their
intended uses probably are, and what most common effective uses are.

So, chairs are objects that are used to sit on. You can identify objects
whose most likely use is for sitting based on experience.

If you think this is not a sufficient refutation of your argument, then
please don't argue with me regarding it anymore. I know your opinion and
respectfully disagree. If you don't accept my counter argument, there is no
point to continuing this back and forth ad finitum.

Dave

On Aug 8, 2010 9:29 AM, Mike Tintner tint...@blueyonder.co.uk wrote:

 You're waffling.

You say there's a pattern for chair - DRAW IT. Attached should help you.

Analyse the chairs given in terms of basic visual units. Or show how any
basic units can be applied to them. Draw one or two.

You haven't identified any basic visual units  - you don't have any. Do you?
Yes/no.

No. That's not funny, that's a waste.. And woolly and imprecise through
and through.



 *From:* David Jones davidher...@gmail.com
*Sent:* Sunday, August 08, 2010 1:59 PM


To: agi
Subject: Re: [agi] How To Create General AI Draft2

Mike,

We've argued about this over and over and over. I don't want to repeat
previous arguments to you.

You have no proof that the world cannot be broken down into simpler concepts
and components. The only proof you attempt to propose are your example
problems that *you* don't understand how to solve. Just because *you* cannot
solve them, doesn't mean they cannot be solved at all using a certain
methodology. So, who is really making wild assumptions?

The mere fact that you can refer to a chair means that it is a
recognizable pattern. LOL. That fact that you don't realize this is quite
funny.

Dave

On Sun, Aug 8, 2010 at 8:23 AM, Mike Tintner tint...@blueyonder.co.ukwrote:

  Dave:No... it is equivalent to saying that the whole world can be modeled
 as if everything was made up of matter

 And matter is... ?  Huh?

 You clearly don't realise that your thinking is seriously woolly - and you
 will pay a heavy price in lost time.

 What are your basic world/visual-world analytic units  wh. you are
 claiming to exist?

 You thought - perhaps think still - that *concepts* wh. are pretty
 fundamental intellectual units of analysis at a certain level, could be
 expressed as, or indeed, were patterns. IOW there's a fundamental pattern
 for chair or table. Absolute nonsense. And a radical failure to
 understand the basic nature of concepts which is that they are *freeform*
 schemas, incapable of being expressed either as patterns or programs.

 You had merely assumed that concepts could be expressed as patterns,but had
 never seriously, visually analysed it. Similarly you are merely assuming
 that the world can be analysed into some kind of visual units - but you
 haven't actually done the analysis, have you? You don't have any of these
 basic units to hand, do you? If you do, I suggest, reply instantly, naming a
 few. You won't be able to do it. They don't exist.

 Your whole approach to AGI is based on variations of what we can call
 fundamental analysis - and it's wrong. God/Evolution hasn't built the
 world with any kind of geometric, or other consistent, bricks. He/It is a
 freeform designer. You have to start thinking outside the
 box/brick/fundamental unit.

  *From:* David Jones davidher...@gmail.com
 *Sent:* Sunday, August 08, 2010 5:12 AM
 *To:* agi agi@v2.listbox.com
 *Subject:* Re: [agi] How To Create General AI Draft2

 Mike,

 I took your comments into consideration and have been updating my paper to
 make sure these problems are addressed.

 See more comments below.

 On Fri, Aug 6, 2010 at 8:15 PM, Mike Tintner tint...@blueyonder.co.ukwrote:

  1) You don't define the difference between narrow AI and AGI - or make
 clear why your approach is one and not the other


 I removed this because my audience is for AI researchers... this is AGI
 101. I think it's clear that my design defines general as being able to
 handle the vast majority of things we want the AI to handle without
 requiring a change in design.



 2) Learning about the world won't cut it -  vast nos. of progs. claim
 they can learn about the world - what's the difference between narrow AI and
 AGI learning?


 The difference is in what you can or can't learn about and what tasks you
 can or can't perform. If the AI is able to receive input about anything it
 needs to know about in the same formats that it knows how to understand and
 analyze, it can reason about anything it needs to.



 3) Breaking things down into generic components allows us to learn about
 and handle the vast majority of things we want to learn about. This is what
 makes it general!

 Wild assumption, unproven or at all demonstrated and untrue

Re: [agi] How To Create General AI Draft2

2010-08-08 Thread Mike Tintner

There is nothing visual or physical or geometric or quasi geometric about what 
you're saying - no shapes or forms whatsoever to your idea of patterns or 
chair or sitting. Given an opportunity to discuss physical concretes - and 
what actually physically constitutes a chair, or any other 
concept/class-of-forms is fascinating and central to AGI - you retreat into 
vague abstractions while claiming to be interested in visual AGI. 

Fine, let's leave it there.


From: David Jones 
Sent: Sunday, August 08, 2010 4:12 PM
To: agi 
Subject: Re: [agi] How To Create General AI Draft2


:) what you don't realize is that patterns don't have to be strictly limited to 
the actual physical structure.

In fact, the chair patterns you refer to are not strictly physical patterns. 
The pattern is based on how the objects can be used, what their intended uses 
probably are, and what most common effective uses are.

So, chairs are objects that are used to sit on. You can identify objects whose 
most likely use is for sitting based on experience.

If you think this is not a sufficient refutation of your argument, then please 
don't argue with me regarding it anymore. I know your opinion and respectfully 
disagree. If you don't accept my counter argument, there is no point to 
continuing this back and forth ad finitum. 

Dave


  On Aug 8, 2010 9:29 AM, Mike Tintner tint...@blueyonder.co.uk wrote:


  You're waffling.

  You say there's a pattern for chair - DRAW IT. Attached should help you.

  Analyse the chairs given in terms of basic visual units. Or show how any 
basic units can be applied to them. Draw one or two.

  You haven't identified any basic visual units  - you don't have any. Do you? 
Yes/no. 

  No. That's not funny, that's a waste.. And woolly and imprecise through and 
through.




  From: David Jones 
  Sent: Sunday, August 08, 2010 1:59 PM

  To: agi
  Subject: Re: [agi] How To Create General AI Draft2



  Mike,

  We've argued about this over and over and over. I don't want to repeat 
previous arguments to you.

  You have no proof that the world cannot be broken down into simpler concepts 
and components. The only proof you attempt to propose are your example problems 
that *you* don't understand how to solve. Just because *you* cannot solve them, 
doesn't mean they cannot be solved at all using a certain methodology. So, who 
is really making wild assumptions?

  The mere fact that you can refer to a chair means that it is a recognizable 
pattern. LOL. That fact that you don't realize this is quite funny. 

  Dave


  On Sun, Aug 8, 2010 at 8:23 AM, Mike Tintner tint...@blueyonder.co.uk wrote:

Dave:No... it is equivalent to saying that the whole world can be modeled 
as if everything was made up of matter

And matter is... ?  Huh?

You clearly don't realise that your thinking is seriously woolly - and you 
will pay a heavy price in lost time.

What are your basic world/visual-world analytic units  wh. you are 
claiming to exist?  

You thought - perhaps think still - that *concepts* wh. are pretty 
fundamental intellectual units of analysis at a certain level, could be 
expressed as, or indeed, were patterns. IOW there's a fundamental pattern for 
chair or table. Absolute nonsense. And a radical failure to understand the 
basic nature of concepts which is that they are *freeform* schemas, incapable 
of being expressed either as patterns or programs.

You had merely assumed that concepts could be expressed as patterns,but had 
never seriously, visually analysed it. Similarly you are merely assuming that 
the world can be analysed into some kind of visual units - but you haven't 
actually done the analysis, have you? You don't have any of these basic units 
to hand, do you? If you do, I suggest, reply instantly, naming a few. You won't 
be able to do it. They don't exist.

Your whole approach to AGI is based on variations of what we can call 
fundamental analysis - and it's wrong. God/Evolution hasn't built the world 
with any kind of geometric, or other consistent, bricks. He/It is a freeform 
designer. You have to start thinking outside the box/brick/fundamental unit.


From: David Jones 
Sent: Sunday, August 08, 2010 5:12 AM
To: agi 
Subject: Re: [agi] How To Create General AI Draft2


Mike,

I took your comments into consideration and have been updating my paper to 
make sure these problems are addressed. 

See more comments below.


On Fri, Aug 6, 2010 at 8:15 PM, Mike Tintner tint...@blueyonder.co.uk 
wrote:

  1) You don't define the difference between narrow AI and AGI - or make 
clear why your approach is one and not the other

I removed this because my audience is for AI researchers... this is AGI 
101. I think it's clear that my design defines general as being able to handle 
the vast majority of things we want the AI to handle without requiring a change 
in design.
 


  2) Learning about the world won't cut

Re: [agi] How To Create General AI Draft2

2010-08-07 Thread David Jones
Abram,

Thanks for the comments.

I think probability is just one way to deal with uncertainty. Defeasible
reasoning is another. Non-monotonic logic of various implementations.

I often think that probability is the wrong way to do some things regarding
AGI design.

Maybe things can't be known with super high confidence, but we still want as
high confidence as reasonably possible. Once we have that, we just have to
have working assumptions and working hypotheses. From there we need the
ability to update beliefs if we can find a reason to think the beliefs are
wrong...

Dave


On Fri, Aug 6, 2010 at 9:48 PM, Abram Demski abramdem...@gmail.com wrote:



 On Fri, Aug 6, 2010 at 8:22 PM, Abram Demski abramdem...@gmail.comwrote:


 (Without this sort of generality, your approach seems restricted to
 gathering knowledge about whatever events unfold in front of a limited
 quantity of high-quality camera systems which you set up. To be honest, the
 usefulness of that sort of knowledge is not obvious.)


 On second thought, this statement was a bit naive. You obviously intend the
 camera systems to be connected to robots or other systems which perform
 actual tasks in the world, providing a great variety of information
 including feedback from success/failure of actions to achieve results.

 What is unrealistic to me is not that this information could be useful, but
 that this level of real-world intelligence could be achieved with the
 super-high confidence bounds you are imagining. What I think is that
 probabilistic reasoning is needed. Once we have the object/location/texture
 information with those confidence bounds (which I do see as possible),
 gaining the sort of knowledge Cyc set out to contain seems inherently
 statistical.



 --Abram



 On Fri, Aug 6, 2010 at 4:44 PM, David Jones davidher...@gmail.comwrote:

 Hey Guys,

 I've been working on writing out my approach to create general AI to
 share and debate it with others in the field. I've attached my second draft
 of it in PDF format, if you guys are at all interested. It's still a work in
 progress and hasn't been fully edited. Please feel free to comment,
 positively or negatively, if you have a chance to read any of it. I'll be
 adding to and editing it over the next few days.

 I'll try to reply more professionally than I have been lately :) Sorry :S

 Cheers,

 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




 --
 Abram Demski
 http://lo-tho.blogspot.com/
 http://groups.google.com/group/one-logic




 --
 Abram Demski
 http://lo-tho.blogspot.com/
 http://groups.google.com/group/one-logic
*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




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Re: [agi] How To Create General AI Draft2

2010-08-07 Thread David Jones
Mike,

I took your comments into consideration and have been updating my paper to
make sure these problems are addressed.

See more comments below.

On Fri, Aug 6, 2010 at 8:15 PM, Mike Tintner tint...@blueyonder.co.ukwrote:

  1) You don't define the difference between narrow AI and AGI - or make
 clear why your approach is one and not the other


I removed this because my audience is for AI researchers... this is AGI 101.
I think it's clear that my design defines general as being able to handle
the vast majority of things we want the AI to handle without requiring a
change in design.



 2) Learning about the world won't cut it -  vast nos. of progs. claim
 they can learn about the world - what's the difference between narrow AI and
 AGI learning?


The difference is in what you can or can't learn about and what tasks you
can or can't perform. If the AI is able to receive input about anything it
needs to know about in the same formats that it knows how to understand and
analyze, it can reason about anything it needs to.



 3) Breaking things down into generic components allows us to learn about
 and handle the vast majority of things we want to learn about. This is what
 makes it general!

 Wild assumption, unproven or at all demonstrated and untrue.


You are only right that I haven't demonstrated it. I will address this in
the next paper and continue adding details over the next few drafts.

As a simple argument against your counter argument...

If that were true that we could not understand the world using a limited set
of rules or concepts, how is it that a human baby, with a design that is
predetermined to interact with the world a certain way by its DNA, is able
to deal with unforeseen things that were not preprogrammed? That’s right,
the baby was born with a set of rules that robustly allows it to deal with
the unforeseen. It has a limited set of rules used to learn. That is
equivalent to a limited set of “concepts” (i.e. rules) that would allow a
computer to deal with the unforeseen.


 Interesting philosophically because it implicitly underlies AGI-ers'
 fantasies of take-off. You can compare it to the idea that all science can
 be reduced to physics. If it could, then an AGI could indeed take-off. But
 it's demonstrably not so.


No... it is equivalent to saying that the whole world can be modeled as if
everything was made up of matter. Oh, I forgot, that is the case :) It is a
limited set of concepts, yet it can create everything we know.



 You don't seem to understand that the problem of AGI is to deal with the
 NEW - the unfamiliar, that wh. cannot be broken down into familiar
 categories, - and then find ways of dealing with it ad hoc.


You don't seem to understand that even the things you think cannot be broken
down, can be.


Dave



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Re: [agi] How To Create General AI Draft2

2010-08-06 Thread Mike Tintner
1) You don't define the difference between narrow AI and AGI - or make clear 
why your approach is one and not the other

2) Learning about the world won't cut it -  vast nos. of progs. claim they 
can learn about the world - what's the difference between narrow AI and AGI 
learning?

3) Breaking things down into generic components allows us to learn about and 
handle the vast majority of things we want to learn about. This is what makes 
it general!

Wild assumption, unproven or at all demonstrated and untrue. Interesting 
philosophically because it implicitly underlies AGI-ers' fantasies of 
take-off. You can compare it to the idea that all science can be reduced to 
physics. If it could, then an AGI could indeed take-off. But it's demonstrably 
not so.

You don't seem to understand that the problem of AGI is to deal with the NEW - 
the unfamiliar, that wh. cannot be broken down into familiar categories, - and 
then find ways of dealing with it ad hoc.

You have to demonstrate a capacity for dealing with the new. (As opposed to, 
say, narrow AI squares).




From: David Jones 
Sent: Friday, August 06, 2010 9:44 PM
To: agi 
Subject: [agi] How To Create General AI Draft2


Hey Guys,

I've been working on writing out my approach to create general AI to share and 
debate it with others in the field. I've attached my second draft of it in PDF 
format, if you guys are at all interested. It's still a work in progress and 
hasn't been fully edited. Please feel free to comment, positively or 
negatively, if you have a chance to read any of it. I'll be adding to and 
editing it over the next few days.

I'll try to reply more professionally than I have been lately :) Sorry :S

Cheers,

Dave 
  agi | Archives  | Modify Your Subscription   



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Re: [agi] How To Create General AI Draft2

2010-08-06 Thread Abram Demski
David,

Seems like a reasonable argument to me. I agree with the emphasis on
acquiring knowledge. I agree that tackling language first is not the easiest
path. I agree with the comments on compositionality of knowledge  the
regularity of the vast majority of the environment.

Vision seems like a fine domain choice. However, there are other domain
choices. I think your goal of generality would be well-served by keeping in
mind some of these other domains at the same time as vision, so that your
algorithms have some cross-domain applicability. The same algorithm that can
find patterns in the visual field should also be able to find patterns in a
database of medical information, say. That is my way of thinking, at least.

(Without this sort of generality, your approach seems restricted to
gathering knowledge about whatever events unfold in front of a limited
quantity of high-quality camera systems which you set up. To be honest, the
usefulness of that sort of knowledge is not obvious.)

--Abram


On Fri, Aug 6, 2010 at 4:44 PM, David Jones davidher...@gmail.com wrote:

 Hey Guys,

 I've been working on writing out my approach to create general AI to share
 and debate it with others in the field. I've attached my second draft of it
 in PDF format, if you guys are at all interested. It's still a work in
 progress and hasn't been fully edited. Please feel free to comment,
 positively or negatively, if you have a chance to read any of it. I'll be
 adding to and editing it over the next few days.

 I'll try to reply more professionally than I have been lately :) Sorry :S

 Cheers,

 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




-- 
Abram Demski
http://lo-tho.blogspot.com/
http://groups.google.com/group/one-logic



---
agi
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Re: [agi] How To Create General AI Draft2

2010-08-06 Thread Abram Demski
On Fri, Aug 6, 2010 at 8:22 PM, Abram Demski abramdem...@gmail.com wrote:


 (Without this sort of generality, your approach seems restricted to
 gathering knowledge about whatever events unfold in front of a limited
 quantity of high-quality camera systems which you set up. To be honest, the
 usefulness of that sort of knowledge is not obvious.)


On second thought, this statement was a bit naive. You obviously intend the
camera systems to be connected to robots or other systems which perform
actual tasks in the world, providing a great variety of information
including feedback from success/failure of actions to achieve results.

What is unrealistic to me is not that this information could be useful, but
that this level of real-world intelligence could be achieved with the
super-high confidence bounds you are imagining. What I think is that
probabilistic reasoning is needed. Once we have the object/location/texture
information with those confidence bounds (which I do see as possible),
gaining the sort of knowledge Cyc set out to contain seems inherently
statistical.



 --Abram



 On Fri, Aug 6, 2010 at 4:44 PM, David Jones davidher...@gmail.com wrote:

 Hey Guys,

 I've been working on writing out my approach to create general AI to share
 and debate it with others in the field. I've attached my second draft of it
 in PDF format, if you guys are at all interested. It's still a work in
 progress and hasn't been fully edited. Please feel free to comment,
 positively or negatively, if you have a chance to read any of it. I'll be
 adding to and editing it over the next few days.

 I'll try to reply more professionally than I have been lately :) Sorry :S

 Cheers,

 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




 --
 Abram Demski
 http://lo-tho.blogspot.com/
 http://groups.google.com/group/one-logic




-- 
Abram Demski
http://lo-tho.blogspot.com/
http://groups.google.com/group/one-logic



---
agi
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