While it would not provide the same utility with respect to honing physical
robot control, I have considered a similar idea of creating a MMORPG in
which a major element of the plot is that a faction of bots has infiltrated
human society with androids which are outwardly indistinguishable from
humans except by their behaviors. There would be two types of players,
those who play directly and attempt to correctly identify and unmask the
bots and those who program new bots to essentially attempt to pass the
Turing test. While undoubtedly the majority of bots coded by typical users
would be nothing more than simple-minded hacks, this would provide a nice
playground for those of us wishing to test conversational and other
interactive capabilities within a dynamic environment. The discovery stats
would serve as a good basis for a reward or fitness function, as well.


On Sat, Mar 22, 2014 at 11:49 PM, Ben Goertzel <[email protected]> wrote:

> Mark,
>
> I agree that for the requirements you state, there is no need to use a
> game engine that incorporates a robotics simulator ..
>
> However, if one is attempting to make OpenCog work in physical robots,
> and wishes to maximize the sharing of effort and learning between
> virtual-world OpenCog work and physical-robot OpenCog work, THEN in
> this case, using a game engine that incorporates a robotics simulator
> starts to make a lot of sense
>
> I totally agree that the OpenCog interface to virtual/game worlds (and
> robots) should be highly modular and not committed to any particular
> game engine....  The current system is not as much this way as we'd
> like, but during April Lake will be refactoring parts of OpenCog's
> "action interface" to make it easier to customize it for different
> game-world and robotics interface.... Right now it's a bit too hard to
> modify it...
>
> I note that having a modular interface is NOT sufficient by any means
> for enabling OpenCog to automatically learn to use new bodies and
> operate in new worlds.   Making an interface that makes it easy for
> humans to customize OpenCog for new bodies/worlds is one thing, and is
> not difficult to achieve given the current system.  Making OpenCog
> able to automatically learn how to operate in new bodies or worlds is
> an important research goal but not an easy nor especially near one
> IMO...
>
> -- Ben
>
>
>
>
> On Sun, Mar 23, 2014 at 12:43 PM, Mark Nuzzolilo II <[email protected]>
> wrote:
> > There are pros and cons to using any type of virtual game world.
> >
> > My general understanding is that a virtual world should provide the
> > following:
> >
> > 1) The means to install a robust interface between the virtual avatar and
> > the opencog system.
> >
> > 2) Sufficient world content to give the opencog agent plenty of data on
> > which to learn from.
> >
> > 3) A plentiful amount of challenges that can be put into play for the
> > opencog agent to solve.
> >
> > I feel that a complex physics system would serve to make #1 more
> difficult.
> > I also feel that an interface between opencog and the physical or virtual
> > avatar should be dynamic and modular, not necessarily bound to a complex
> > embodiment.  Thus, the opencog system itself could learn how to operate
> > whatever body you give it.
> >
> > Additionally, I think the intelligence of the system should be developed
> and
> > refined some more so that the system can learn how to control any sort of
> > body that you give it.
> >
> > Therefore I would advise caution on devoting a lot of resources creating
> a
> > world with rich physics, as it may be lacking in other crucial areas that
> > would be important for developing and refining the intelligence of the
> > system.
> >
> > Of course if there are other benefits of doing so that I am unaware of
> and
> > if it wouldn't be too much work to do it, then it could be a better idea
> > than I thought :)
> >
> > On Mar 22, 2014 4:00 AM, "Ben Goertzel" <[email protected]> wrote:
> >>
> >> I have thought for a while that having a massive multiplayer online
> >> robot simulator would be a good thing for AGI/robotics...  one could
> >> build a virtual world online with realistic physics, and have people
> >> play games in this world where the AI characters were controlled by
> >> robot control software...
> >>
> >> Right now one can use the same AI to control game characters and
> >> robots, but game engines are not robot simulators so there are many
> >> detailed differences when you get down to the level of action and
> >> perception...
> >>
> >> Now I have found there is an OSS infrastructure that could be used to
> >> build a massive multiplayer online robot simulator, namely Blender,
> >> which began as a graphic design program similar to Maya / 3dsMax,
> >>
> >> http://www.blender.org/
> >>
> >> but now features Blender Game Engine
> >>
> >> http://wiki.blender.org/index.php/Doc:2.6/Manual/Game_Engine
> >>
> >> which can be used for building MMOGs using this code as template
> >>
> >>
> >>
> http://blenderartists.org/forum/showthread.php?109123-BZoo-Network-Gaming-with-Blender
> >>
> >> and also is integrated with the MORSE robot simulator
> >>
> >> http://www.openrobots.org/wiki/morse/
> >>
> >> So all the pieces are there for making a massive multiplayer online
> >> robot simulator...
> >>
> >> Cool... ;)
> >>
> >>
> >>
> >> --
> >> Ben Goertzel, PhD
> >> http://goertzel.org
> >>
> >> "In an insane world, the sane man must appear to be insane". -- Capt.
> >> James T. Kirk
> >>
> >> "Emancipate yourself from mental slavery / None but ourselves can free
> >> our minds" -- Robert Nesta Marley
> >>
> >> --
> >> You received this message because you are subscribed to the Google
> Groups
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>
>
>
> --
> Ben Goertzel, PhD
> http://goertzel.org
>
> "In an insane world, the sane man must appear to be insane". -- Capt.
> James T. Kirk
>
> "Emancipate yourself from mental slavery / None but ourselves can free
> our minds" -- Robert Nesta Marley
>
>
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