Ben,

You are making a v. strong claim here. If you can back it up with:

a) a general text exposition so that even a techno-idiot like me (& 
non-technical psychologists/ philosophers) can understand
b) a technical exposition
c) that magical video demo

you have your breakthrough - & sufficient to go public, a la Hawkins - and 
claim the first real example of AGI. Even if it has only limited generality and 
robustness, it would be something.

I'm inclined to be sceptical & suspect that you have "led the witness." There 
isn't enough info in your post  - enough of an "idea" - (esp. of how it draws 
analogies) - for me. But you certainly have me paying attention. And I (& I 
hope others) would welcome still more info.


  Ben wrote:  MT:Sounds like a good analogy. If it can play fetch, it can play 
hide-and-seek. [And exactly the sort of thing that a true AGI must do - 
absolute heart of AGI].The question, wh. I wouldn't think that complex to 
answer,  is: how did it connect the action/activity of fetch, to the activity 
of hide-and-seek? (And that connection surely has nothing to do, essentially, 
with probability). [My first impression is that that's a graphic/imaginative 
analogy. It certainly would be, I'd argue, if a human or child made it]. Did 
the system/pet draw the analogy itself, without being told?


  -- The way this connection is made in Novamente actually has a lot to do with 
probability ;-)

  -- There is actually an imagistic aspect, and a non-imagistic aspect 

  -- The non-imagistic aspect: a bunch of probabilistically-weighted semantic 
nodes and links are created related to hide-and-seek (based what the system 
observes about the game via watching others play it, and via getting 
reinforcement from others about how well it plays it).  These sets of nodes and 
links are then compared using probabilistic logic, including inductive and 
abductive inference. 

  -- The imagistic aspect: fetch and hide-and-seek may be enacted in the 
system's "internal simulation world" (which at the moment is a pretty simple 2D 
simulation-world beast, but will become more fully featured later on), each 
yielding a set of nodes and links called a "behavior description" which may 
then be manipulated using probabilistic logic 

  (So in a sense there is some visual imagination here -- there's a "mind's 
eye" simulation of the world, yet this is directly tied into the declarative 
and procedural knowledge stores which are manipulated probabilistically.) 

  -- yes, the system draws analogies like this itself, without being told

  -- according to what I have read, not all humans draw analogies like this 
visually and imagistically.  Some do, some don't.  (speaking of reading 
material, you should look at Hadamard's book The Psychology of  Mathematical 
Invention.  He interviewed a load of brilliant mathematicians about their 
cognitive styles and heuristics.  There is a lot of diversity.  A lot of 
visual/sensory thinkers, and a lot who aren't.) 

  -- Ben G
   





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