What has gotten done with OpenCog in the last 6 years?

In 2008 we picked some code from the Novamente AI Engine codebase and
cleaned it up for open-sourcing as OpenCog...

In 2009-2010 not so much OpenCog work got done due to absence of funding
and part-time dedication of the various volunteer contributors

In 2011-2012 and early 2013 lots of work has gotten done on individual
OpenCog components, e.g. the creation of the OpenPsi motivation system, the
extension of MOSES to do feature selection internally, the making of many
improvements to DeSTIN and experimentation w/ DeSTIN's connection to a
frequent subgraph miner, the creation of the Fishgram frequent pattern
miner, the implementation of temporal and intensional inference in the
python version of PLN, the refactoring of the Embodiment module to deal
with representing all the spatial & temporal data from a pretty rich
Unity3D virtual world,  and actually, plenty more I'm not thinking of at
this moment....  And then some partly-done, currently-in-progress stuff
like a graph-based planning framework, a revision of the code mapping link
parser output into semantic Atoms, and a rebuilding of PLN to fully
integrate it with attention allocation

What hasn't been done is to really utilize all this stuff together, in a
unified way, to make the whole system do something....  But we will get
there, and we do have funding for a small fulltime team in HK to keep at it
for the next couple years....  These are grad students and newbies rather
than experienced senior AI programmers, but that is what our funding will
support right now... There are also some more senior folks involved
part-time as volunteers (such as myself, Linas Vepstas, etc. ) ....

We are pretty close to releasing a system that uses OpenCog to control an
animated agent in a complex Unity3D game world.  At first this agent will
just do simple stuff, not leveraging most of the existing OpenCog AI code.
 Then we will gradually integrate more and more of the existing AI code to
help make the agent's behavior smarter.   We had hoped to launch this some
time ago, but have been slowed down by annoying and unanticipated Unity3D
development issues (e.g. threading not working right in Unity3D), which
thankfully are essentially resolved by this point..

Bear in mind that IBM used 25 full-time mostly senior staff and a lot of
support staff, working intensively for 4-5 years, to make a big expert
system (Watson).  So it's not surprising that the OpenCog team, which is
smaller, would take a while to implement and tune and test the OpenCog
system (which is much more complex than Watson) ...

We're now running a crowdfunding campaign aimed at raising $$ to hire a
couple senior programmers to help move the project along faster...

http://geni-lab.com/help

Wish us luck ;)

-- ben g


On Tue, Jun 25, 2013 at 11:13 AM, Piaget Modeler
<[email protected]>wrote:

> Good damn question !!
>
> ~PM
>
> The answer probably involves time and resource availability.
>
> -------------------------
> >
> > So my question is, what has been accomplished in the 6 years since the
> > video was made?
> >
> > --
> > -- Matt Mahoney, [email protected]
> >
> >
> > -------------------------------------------
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-- 
Ben Goertzel, PhD
http://goertzel.org

"My humanity is a constant self-overcoming" -- Friedrich Nietzsche



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