> > The AIXI would just contruct some nano-bots to modify the reward-button so
> > that it's stuck in the down position, plus some defenses to
> > prevent the reward mechanism from being further modified. It might need to
> > trick humans initially into allowing it the ability to construct such
> > nano-bots, but it's certainly a lot easier in the long run to do
> > this than
> > to benefit humans for all eternity. And not only is it easier, but this
> > way he gets the maximum rewards per time unit, which he would not be able
> > to get any other way. No real evaluator will ever give maximum rewards
> > since it will always want to leave room for improvement.
> 
> Fine, but if it does this, it is not anything harmful to humans.
> 
> And, in the period BEFORE the AIXI figured out how to construct nanobots (or
> coerce & teach humans how to do so), it might do some useful stuff for
> humans.
> 
> So then we'd have an AIXI that was friendly for a while, and then basically
> disappeared into a shell.
> 
> Then we could build a new AIXI and start over ;-)


This is an interesting aspect to the problem.  Evolution has designed a fairly robust 
reward system, one that encourages us to achieve interesting through our lives and 
acquire knowledge in an interesting way.  Yet even it is vulnerable to short-cutting 
the reward system as seen in addictive behaviors.  

Ben, I'm guessing you've thought alot about how to structure the reward/goal system of 
Novamente.  I'd love to hear more about it.  It seems that designing a system that 
forces itself to expand its knowledge base is a fairly non-trivial task.  We as 
entities (demonstrated also in rats) have a certain prediliction for exploring novel 
situations, environments, objects, ideas, etc.  Have you implemented a similar drive 
for seeking novelty in Novamente?

-Brad









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