I didn't mean that the solution to cannibals and missionaries was trite,
but just that it was specialized and therefore not a great step toward agi.

On Sat, Jun 16, 2012 at 7:34 AM, Jim Bromer <[email protected]> wrote:

> On Sat, Jun 16, 2012 at 2:20 AM, Alan Grimes <[email protected]>wrote:
>
>> I came across a truly remarkable counter-point to several of the major
>> time-wasting arguments in AGI. There is a game called Journey (PS3).
>>
>>
>>
>
> All the arguments in AGI are "time-wasting" just because they do not solve
> the problem.  If they did solve the problem they would be "time-wasting"
> just because they aren't essential to solving the problem.
>
> I am going to make a point of playing the game because I don't trust your
> judgement (or what I see as the implication of your judgement) about there
> being no goal strategies in figuring the game out.  You have to remember
> that one isolated example of goal strategy (was it Johnson-Laird?) does not
> necessarily describe the method fully.  The strategy of the Cannibals and
> Missionary problem is trite but that does not mean that there is no
> application of logic in the development of real life goal seeking.
>
> The use of one's emotion is a statement of a goal strategy.
> Jim Brome
>
>
>
>
> On Sat, Jun 16, 2012 at 2:20 AM, Alan Grimes <[email protected]>wrote:
>
>> I came across a truly remarkable counter-point to several of the major
>> time-wasting arguments in AGI. There is a game called Journey (PS3).
>> There are literally fewer than a dozen words in the entire game. The
>> main menu has basically one choice "start new Journey". At the very end
>> of the credits there's a screen titled "companions met along the way"
>> (from which you learn the other player that you'd been traveling with is
>> referred to as a companion). There is literally no other text in the
>> game save for the credits themselves. There is no statement of a goal,
>> there are no meaningful symbols beyond pictograms. The only way to
>> communicate with your companion is to shout your (what I call)
>> Tetra-glyph. The only meaning of your tetraglyph is to identify yourself
>> to your companions at the end of the game.
>>
>> Everything you learn about the game you learn by studying interactions
>> between things and subtle changes in the environment triggered by your
>> previous actions. For example, to earn the white cloak (which re-charges
>> your scarf whenever you are standing on something), you must collect all
>> the symbols. There are 3 or 4 symbols in each level. When you collect a
>> symbol, its corresponding marker at the end of the level, as well as the
>> one at the beginning of the game begins to glow. This will let you home
>> in on the ones you need to search for.
>>
>> Almost all the levels feature several murals which are a pictorial
>> representation of some event in the history of the ruin you're traveling
>> through. Furthermore, the history of the world, including your own
>> previous journeys, are told to you by the gods/greater spirits at the
>> end of each level. (you must meditate before continuing). These stories
>> are communicated through animated pictograms.
>>
>> The game is not at all challenging, it is designed to act on your
>> emotions, it's amazingly beautiful; a real tear-jerker towards the end,
>> when you're up on the mountain and you have nothing left but your
>> determination and that is not enough; you collapse, die, are judged,
>> found worthy, and sent to heaven by means of an explosive surge of
>> energy, once there you dance among the clouds and rainbows, and music,
>> and waterfalls and oh god, it's beautiful! And finally you reach your
>> destination. -- and are sent back to the beginning; only choice offered
>> is "start new journey". =P
>>
>> Basically, if you think in terms of goals and NLP, then you absolutely
>> positively MUST play that game.
>>
>> --
>> E T F
>> N H E
>> D E D
>>
>> Powers are not rights.
>>
>>
>>
>>
>> -------------------------------------------
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