On Nov 18, 2007, at 10:45 AM, Benjamin Goertzel wrote:
AGI is always going to be viewed as a major technology risk,
unless one comes into the fundraising process with an extremely
strong prototype (and maybe even then).


With a strong prototype, you can get enough of the right people on- board such that the perception of technology risk can be greatly mitigated. It is theater, but it does make a useful measure by proxy of the technology for investors who cannot make a really thorough evaluation of the technology themselves.


Mitigaging the people-risk requires getting experienced businesspeople
on board, which is generically difficult for an AGI company because of the bad
reputation AI has.


Yes, and a lot of investors use this as a filter for a technology venture. If you cannot find a competent business person you can sell the technology venture to, it is interpreted to mean that there is probably no practical business there. AI is bad in this way, both because it has a well-deserved poor reputation *and* it is so difficult to evaluate from the standpoint of someone who is not deeply technical.


Mitigating the market risk means finding a market niche where incremental
work toward AGI is of dramatically more economic value than narrow-AI
technology.  I think this is really the hard part.


Yes, and this remains true even if you have concrete, demonstrable proof of solving the general case. If they perceive an incremental path that can generate revenue, that's the path they want you to take even if you could ultimately make more money faster by jumping straight to the end point. It is the way these things work.

The particular risk they are mitigating here is that of poor execution, which is significant no matter how killer the technology. The less execution required, the lower the odds you'll do it poorly.


As I've said before, I am bullish on virtual worlds and gaming as an area where early-stage AGI tech can have dramatically more economic value than cleverly crafted narrow-AI. Humanoid robotics is clearly another such area, but a trickier area to get started in right now. But I'm not saying these are the only examples.


Virtual worlds are an interesting sector because they touch a lot of areas where current computer science does not have a good off-the- shelf solution. It is an environment that makes many inadequacies obvious that software designers have been very good at masking.

I have some significant involvement in the virtual world space myself; while it does not interest me per se, there are a number of interesting business opportunities surrounding it.

Cheers,

J. Andrew Rogers

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