>> believing that you can stop all other sources of high level goals is . . . . 
>> simply incorrect.
> IMO depends on design and on the nature & number of users involved.
:-)  Obviously.  But my point is that relying on the fact that you expect to be 
100% successful initially and therefore don't put as many back-up systems into 
place as possible is really foolish and dangerous.  I don't believe that simply 
removing emotions makes it any more likely to stop all other sources of high 
level goals.  Further, I believe that adding emotions *can* be effective in 
helping prevent unwanted high level goals.

> See, you had a conflict in your mind . . . . but I don't think it needs to be 
> that way for AGI. 

I strongly disagree.  An AGI is always going to be dealing with incomplete and 
conflicting information -- and, even if not, the computation required to learn 
(and remove all conflicting partial assumptions generated from learning) will 
take vastly more time than you're ever likely to get.  You need to expect a 
messy, ugly system that is not going to be 100% controllable but which needs to 
have a 100% GUARANTEE that it will not go outside certain limits.  This is 
eminently do-able I do believe -- but not by simply relying on logic to create 
a world model that is good enough to prevent it.

> Paul Ekman's list of emotions: anger, fear, sadness, happiness, disgust

So what is the emotion that would prevent you from murdering someone if you 
absolutely knew that you could get away with it?

>>human beings have two clear and distinct sources of "morality" -- both 
>>logical and emotional
> poor design from my perspective..
Why?  Having backup systems (particularly ones that perform critical tasks) 
seems like eminently *good* design to me.  I think that is actually the crux of 
our debate.  I believe that emotions are a necessary backup to prevent 
catastrophe.  You believe (if I understand correctly -- and please correct me 
if I'm wrong) that backup is not necessary and that having emotions is more 
likely to precipitate catastrophe.

>>I would strongly argue that an intelligence with well-designed feelings is 
>>far, far more likely to stay Friendly than an intelligence without feelings 
> AI without feelings (unlike its user) cannot really get unfriendly.
Friendly is a bad choice of terms since it normally denotes an emotion-linked 
state.  Unfriendly is this context merely means possessing a goal inimical to 
human goals.  An AI without feelings can certainly have goals inimical to human 
goals and therefore be unfriendly (just not be emotionally invested in it :-)

>>how giving a goal of "avoid x" is truly *different* from discomfort 
> It's the "do" vs "NEED to do". 
> Discomfort requires an extra sensor supporting the ability to prefer on its 
> own.
So what is the mechanism that prioritizes sub-goals?  It clearly must 
discriminate between the candidates.  Doesn't that lead to a result that could 
be called a preference?

        Mark

----- Original Message ----- 
  From: Jiri Jelinek 
  To: [email protected] 
  Sent: Thursday, May 03, 2007 1:57 AM
  Subject: Re: [agi] Pure reason is a disease.


  Mark,

  >logic, when it relies upon single chain reasoning is relatively fragile. And 
when it rests upon bad assumptions, it can be just a roadmap to disaster.

  It all improves with learning. In my design (not implemented yet), AGI learns 
from stories and (assuming it learned enough) can complete incomplete stories. 

  e.g:
  Story name: $tory
  [1] Mark has $0.
  [2] ..[to be generated by AGI]..
  [3] Mark has $1M.

  As the number of learned/solved stories grows, better/different solutions can 
be generated.

  >I believe that it is very possible (nay, very probable) for an "Artificial 
Program Solver" to end up with a goal that was not intended by you. 

  For emotion/feeling enabled AGI - possibly.
  For feeling-free AGI - only if it's buggy.

  Distinguish:
  a) given goals (e.g the [3]) and 
  b) generated sub-goals.

  In my system, there is an admin feature that can restrict both for 
lower-level users. Besides that, to control b), I go with subject-level and 
story-level user-controlled profiles (inheritance supported). For example, if 
Mark is linked to a "Life lover" profile that includes the "Never Kill" rule, 
the sub-goal queries just exclude the Kill action. Rule breaking would just 
cause invalid solutions nobody is interested in. I'm simplifying a bit, but, 
bottom line - both a) & b) can be controlled/restricted. 

  >believing that you can stop all other sources of high level goals is . . . . 
simply incorrect.

  IMO depends on design and on the nature & number of users involved.

  >Now, look at how I reacted to your initial e-mail.  My logic said "Cool!  
Let's go implement this."  My intuition/emotions said "Wait a minute.  There's 
something wonky here.  Even if I can't put my finger on it, maybe we'd better 
hold up until we can investigate this further".  Now -- which way would you 
like your Jupiter brain to react? 

  See, you had a conflict in your mind. Our brains are sort of messed up. In a 
single brain, we have more/less independent lines of thinking on multiple 
levels combined with various data-visibility and thought-line-compare issues. I 
know, lots of data to process - especially for real-time solutions - so maybe 
the mother nature had to sacrifice conflict-free design for faster thinking 
(after all, it more-less works), but I don't think it needs to be that way for 
AGI. If one line of thought is well done, you don't have conflicts and don't 
need the other (if well done, those would return the same results).  

  >Richard Loosemoore has suggested on this list that Friendliness could also 
be implemented as a large number of loose constraints.

  I agree with that

  >I view emotions as sort of operating this way and, in part, serving this 
purpose.  

  Paul Ekman's list of emotions:

      * anger
      * fear
      * sadness
      * happiness
      * disgust

  When it comes to those emotions, AGI IMO just should be able to 
learn/understand related behavior of various creatures. Nothing more or less. 

  >Further, recent brain research makes it quite clear that human beings have 
two clear and distinct sources of "morality" -- both logical and emotional

  poor design from my perspective..

  >I would strongly argue that an intelligence with well-designed feelings is 
far, far more likely to stay Friendly than an intelligence without feelings 

  AI without feelings (unlike its user) cannot really get unfriendly.
  It's just a tool (like a knife).

  >how giving a goal of "avoid x" is truly *different* from discomfort 

  It's the "do" vs "NEED to do". 
  Discomfort requires an extra sensor supporting the ability to prefer on its 
own.

  Jiri




  On 5/2/07, Mark Waser < [EMAIL PROTECTED]> wrote:
    Hi Jiri,

        OK, I pondered it for a while and the answer is -- "failure modes".

        Your logic is correct.  If I were willing take all of your assumptions 
as always true, then I would agree with you.  However, logic, when it relies 
upon single chain reasoning is relatively fragile.  And when it rests upon bad 
assumptions, it can be just a roadmap to disaster.

        I believe that it is very possible (nay, very probable) for an 
"Artificial Program Solver" to end up with a goal that was not intended by you. 
 This can happen in any number of ways from incorrect reasoning in an imperfect 
world to robots rights activists deliberately programming pro-robot goals into 
them.  Your statement "Allowing other sources of high level goals = potentially 
asking for conflicts." is undoubtedly true but believing that you can stop all 
other sources of high level goals is . . . . simply incorrect.

        Now, look at how I reacted to your initial e-mail.  My logic said 
"Cool!  Let's go implement this."  My intuition/emotions said "Wait a minute.  
There's something wonky here.  Even if I can't put my finger on it, maybe we'd 
better hold up until we can investigate this further".  Now -- which way would 
you like your Jupiter brain to react?

        Richard Loosemoore has suggested on this list that Friendliness could 
also be implemented as a large number of loose constraints.  I view emotions as 
sort of operating this way and, in part, serving this purpose.  Further, recent 
brain research makes it quite clear that human beings have two clear and 
distinct sources of "morality" -- both logical and emotional 
(http://www.slate.com/id/2162998/pagenum/all/#page_start ).  This is, in part, 
what I was thinking of when I listed "b) provide pre-programmed constraints 
(for when logical reasoning doesn't have enough information)" as one of the 
reasons why emotion was required.

        I would strongly argue that an intelligence with well-designed feelings 
is far, far more likely to stay Friendly than an intelligence without feelings 
-- and I would argue that there is substantial evidence for this as well in our 
perception of and stories about "emotionless" people.

            Mark

    P.S.  Great discussion.  Thank you.
      ----- Original Message ----- 
      From: Jiri Jelinek 
      To: [email protected] 
      Sent: Tuesday, May 01, 2007 6:21 PM 
      Subject: Re: [agi] Pure reason is a disease.


      Mark,

      >I understand your point but have an emotional/ethical problem with it. 
I'll have to ponder that for a while.

      Try to view our AI as an extension of our intelligence rather than 
purely-its-own-kind. 


      >> For humans - yes, for our artificial problem solvers - emotion is a 
disease.

      >What if the emotion is solely there to enforce our goals?
      >Or maybe better ==> Not violate our constraints = comfortable, violate 
our constraints = feel discomfort/sick/pain.

      Intelligence is meaningless without discomfort. Unless your PC gets some 
sort of "feel card", it cannot really prefer, cannot set goal(s), and cannot 
have "hard feelings" about working extremely hard for you. You can a) spend 
time figuring out how to build the card, build it, plug it in, and (with 
potential risks) tune it to make it friendly enough so it will actually come up 
with goals that are compatible enough with your goals *OR* b) you can "simply" 
tell your "feeling-free" AI what problems you want it to work on. Your choice.. 
I hope we are eventually not gonna end up asking the "b)" solutions how to 
clean up a great mess caused by the "a)" solutions. 

      Best,
      Jiri Jelinek


      On 5/1/07, Mark Waser <[EMAIL PROTECTED]> wrote: 
        >> emotions.. to a) provide goals.. b) provide pre-programmed 
constraints, and c) enforce urgency.
        > Our AI = our tool = should work for us = will get high level goals (+ 
urgency info and constraints) from us. Allowing other sources of high level 
goals = potentially asking for conflicts. > For sub-goals, AI can go with 
reasoning.

        Hmmm.  I understand your point but have an emotional/ethical problem 
with it.  I'll have to ponder that for a while.

        > For humans - yes, for our artificial problem solvers - emotion is a 
disease.

        What if the emotion is solely there to enforce our goals?  Fulfill our 
goals = be happy, fail at our goals = be *very* sad.  Or maybe better ==> Not 
violate our constraints = comfortable, violate our constraints = feel 
discomfort/sick/pain.


          ----- Original Message ----- 
          From: Jiri Jelinek 
          To: [email protected] 
          Sent: Tuesday, May 01, 2007 2:29 PM 
          Subject: Re: [agi] Pure reason is a disease.


          >emotions.. to a) provide goals.. b) provide pre-programmed 
constraints, and c) enforce urgency.

          Our AI = our tool = should work for us = will get high level goals (+ 
urgency info and constraints) from us. Allowing other sources of high level 
goals = potentially asking for conflicts. For sub-goals, AI can go with 
reasoning. 

          >Pure reason is a disease

          For humans - yes, for our artificial problem solvers - emotion is a 
disease.

          Jiri Jelinek


          On 5/1/07, Mark Waser < [EMAIL PROTECTED]> wrote: 
            >> My point, in that essay, is that the nature of human emotions is 
rooted in the human brain architecture, 

                I'll agree that human emotions are rooted in human brain 
architecture but there is also the question -- is there something analogous to 
emotion which is generally necessary for *effective* intelligence?  My answer 
is a qualified but definite yes since emotion clearly serves a number of 
purposes that apparently aren't otherwise served (in our brains) by our pure 
logical reasoning mechanisms (although, potentially, there may be something 
else that serves those purposes equally well).  In particular, emotions seem 
necessary (in humans) to a) provide goals, b) provide pre-programmed 
constraints (for when logical reasoning doesn't have enough information), and 
c) enforce urgency.

                Without looking at these things that emotions provide, I'm not 
sure that you can create an *effective* general intelligence (since these roles 
need to be filled by *something*).

            >> Because of the difference mentioned in the prior paragraph, the 
rigid distinction between emotion and reason that exists in the human brain 
will not exist in a well-design AI.

                Which is exactly why I was arguing that emotions and reason (or 
feeling and thinking) were a spectrum rather than a dichotomy.


              ----- Original Message ----- 
              From: Benjamin Goertzel 
              To: [email protected] 
              Sent: Tuesday, May 01, 2007 1:05 PM 
              Subject: Re: [agi] Pure reason is a disease.





              On 5/1/07, Mark Waser <[EMAIL PROTECTED]> wrote: 
                >> Well, this tells you something interesting about the human 
cognitive architecture, but not too much about intelligence in general...

                How do you know that it doesn't tell you much about 
intelligence in general?  That was an incredibly dismissive statement.  Can you 
justify it?


              Well I tried to in the essay that I pointed to in my response.

              My point, in that essay, is that the nature of human emotions is 
rooted in the human brain architecture, according to which our systemic 
physiological responses to cognitive phenomena ("emotions") are rooted in 
primitive parts of the brain that we don't have much conscious introspection 
into.  So, we actually can't reason about the intermediate conclusions that go 
into our emotional reactions very easily, because the "conscious, reasoning" 
parts of our brains don't have the ability to look into the intermediate 
results stored and manipulated within the more primitive "emotionally reacting" 
parts of the brain.  So our deliberative consciousness has choice of either 

              -- accepting not-very-thoroughly-analyzable outputs from the 
emotional parts of the brain

              or

              -- rejecting them

              and doesn't have the choice to focus deliberative attention on 
the intermediate steps used by the emotional brain to arrive at its 
conclusions. 

              Of course, through years of practice one can learn to bring more 
and more of the emotional brain's operations into the scope of conscious 
deliberation, but one can never do this completely due to the structure of the 
human brain. 

              On the other hand, an AI need not have the same restrictions.  An 
AI should be able to introspect into the intermediary conclusions and 
manipulations used to arrive at its "feeling responses".  Yes there are 
restrictions on the amount of introspection possible, imposed by computational 
resource limitations; but this is different than the blatant and severe 
architectural restrictions imposed by the design of the human brain. 

              Because of the difference mentioned in the prior paragraph, the 
rigid distinction between emotion and reason that exists in the human brain 
will not exist in a well-design AI.

              Sorry for not giving references regarding my analysis of the 
human cognitive/neural system -- I have read them but don't have the reference 
list at hand. Some (but not a thorough list) are given in the article I 
referenced before. 

              -- Ben G

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