Yeah! Good point about the repetition available in a VR simulation.


My AGI is based on the human connectome. Some of the lower sensory maps can
be trained using a version of VR or accelerated learning, V1 orientation
maps for example will arise within few minutes, eg…



https://www.youtube.com/watch?v=Y8CZBV1RSRo



But the higher visual or lower audio/ sensory cortex maps require the
temporal facets of the sensory stimulus to correctly map, also the higher
feedback networks (attention/ memory/ executive/ resting/ etc) require the
timing of the experience to correctly map, so there is no getting away from
the real time training at the moment; work in progress.



> This doesn't mean that there shouldn't be some smart ways to bypass the VR
> phase altogether.



If you come across any other than real time experience… let me know ☺



> I guess that developing learning capabilities within VR gives the ability
> to repeat the same experience indefinitely, the real world doesn't work
> that way. You can let a learning program playing a game 1000 times during
> the night and the following day it has leaned how to play it. It is good to
> speed up the testing of a learning algorithm.
> However, at a certain point those algorithms will have to face the real
> world.
> How much VR training is necessary to be able to start operating in the
> real world is not known, each Agent will develop differently.
> This doesn't mean that there shouldn't be some smart ways to bypass the VR
> phase altogether.
> On Sun, Oct 25, 2015 at 9:20 PM, Korrelan AI <[email protected]>
>  wrote:
> I tried using a physics engine and virtual world but there is no
> substitute for the real world.
>
>
>> I wrote audio/ visual/ tactile etc input modules than can be run on
>> separate physical processors/ machines.  The main software is designed to
>> be parallel and so can also be run on multiple machines. A 1GB backbone
>> network for the sensory streams and inter column communications and a ram
>> disk on the master machine for flagging/ coordinating the rest of the
>> Beowulf cluster.
>>
>> Crude but effective, gets around the whole virtual world problem.
>
>



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AGI
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