I am going to try to make 9 different 4 pixel blurs so that each pixel will
be grouped with different compositions of neighboring pixels.

I meant I am going to try to make 4 different 4 pixel blurs for each pixel
so that it will be grouped with different compositions of neighboring
pixels.  (For some reason this would take 9 different overlapping squares
if it was applied to an initial square, but I am not sure if that is
necessary.) This way I might be able to reduce the pixilation while at the
same time I might be able to find the edges that I am looking for.

On Fri, Feb 8, 2013 at 10:22 AM, Jim Bromer <[email protected]> wrote:

> I was wondering if an algorithm generator might be useful for an AGI
> project.  A super algorithm generator probably would not be so good
> because of the number of parameters that would be required to denote a
> collection of particular (generated) algorithms which had been found to be
> useful.  If multiple algorithm generators were used, most of which were
> able to generate algorithms that could interact with the other kinds of
> algorithms that were generated, then each generator would need fewer
> parameters and you would only need to define the parameters for those
> combinations which were needed.  Another way is to use a few super
> generators where each parameter that was used would have to be explicitly
> designated and those that weren't designated could just be ignored.
>
> The reason an algorithm generator might be useful because it might make
> sense to generate only those algorithms which were needed without creating
> millions of other algorithms which were not very useful.  We all keep
> seeing how narrow AI can be achieved and there are reasons to believe that
> using many individual algorithms to analyze and decipher data and derive
> other related data may be the way to go.
>
> Let me explain why I thought that a super algorithm generator could be
> used in a concise manner.  I originally was trying to think of an
> algorithm that did not take any input but which could create an
> overwhelming number of different variations of a typographical character.
> I wondered how I might program the generator effectively to convince a
> skeptic that it was capable of producing an immensity of different
> variations.  I was worried that if it simply iterated its way through the
> parameters that it would get stuck on one variation and it might look like
> it was just producing the same kind of variations of one style over and
> over again.  (This is what happens when a great video game starts to bore
> you).  So I came up with the use of random number generators to generate
> the parameters.  Another method is to use a number generator that can
> produce non-sequential string of numbers which did not begin outputting a
> repeating substring (like a decimal expansion of a rational number).  I
> don't know how to do this efficiently but I believe that there may be some
> way.
>
> So the super algorithm generator probably would not work well in an AGI
> program because it would not be efficient to implement it under the demands
> of a practical system.  However, the component algorithm generators might
> make more sense and it is an interesting idea to think about.  I can
> describe a toy model, but it will seem so familiar that some programmers
> might think that they had already thought of using algorithm generators in
> their programming just because they have so much personal experience
> generating variations of algorithms.
>
> Suppose you are analyzing an image and your algorithm is not working
> because of the pixilation.  What do you do?  I tried a blurring algorithm
> to blur the image slightly.  So by taking 4 pixels in a square (or 9 or
> 16) and averaging them out I can reduce the pixilation a little bit.  This
> could be done by changing the parameters in a rgb algorithm generator.  If
> an AGi program was able to develop some kind of reasoning about a problem
> and its attention was directed toward pixilation it might be able to notice
> that blur algorithms can reduce pixilation.  However, the blur algorithm
> did not work for my problem. I was trying to extend the abilities of a line
> drawing algorithm and the simple blur algorithm blurred the very kinds of
> lines that I was looking for.  So, in order to try to make sure that I do
> not blur the distinctiveness between shapes I am going to try to make 9
> different 4 pixel blurs so that each pixel will be grouped with different
> compositions of neighboring pixels.  This way I might be able to detect a
> strong contrast line or a demarcation between different colored shapes.
>
> This toy problem shows how the algorithm generator might work if some
> essential reasoning between a desired goal and actual results could be made
> on the basis of a collection of observations of how individual rgb
> algorithms act on various images.  One of the problems in AI is that we
> do not know how to take the 'observation' of directly inputted data to
> discover the meaning of that data and how it relates to other data objects.
> However, the substitution of a goal is often easier.  Once attention is
> drawn to some effect, the goal of recreating that effect in other
> situations may be something that a simple AGi program can realize.  So if
> a goal is clearly definable (for an AGi program) and there are examples of
> generated algorithms that were capable of reaching the desired effect for
> some cases and there was some basis for believing that an modification of
> some group of parameters might enhance the desired characteristics of those
> algorithms for the more difficult cases, then this idea might be useful.  
> Another
> reason that this idea of algorithm generators might be useful is because
> they might be used to standardize processes of discovery in an AGI program.
> So I am going to continue thinking about this.
>
> Jim Bromer
>



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