On Sun, Mar 30, 2008 at 11:00 PM, Mark Waser <[EMAIL PROTECTED]> wrote:
> From: "Kingma, D.P." <[EMAIL PROTECTED]>
>
> > Vector graphics can indeed be communicated to an AGI by relatively
>  > low-bandwidth textual input. But, unfortunately,
>  > the physical world is not made of vector graphics, so reducing the
>  > physical world to vector graphics is quite lossy (and computationally
>  > expensive an sich).
>
>  Huh?  Intelligence is based upon lossyness and the ability to lose rarely
>  relevant (probably incorrect) outlier information is frequently the key to
>  making problems tractable (though it can also set you up for failure when
>  you miss a phase transition by mistaking it for just an odd outlier :-)
>  since it forms the basis of discovery by analogy.
>
>  Matt Mahoney's failure to recognize this has him trapped in *exact*
>  compression hell.    ;-)

Agreed with that, exact compression is not the way to go if you ask
me. But that doesn't mean any lossy method is OK. Converting a scene
to vector graphics will lead you to throwing away much visual
information early in the process: visual information (e.g. texture)
that might be useful later in the process (for e.g. disambiguation).
I'm not stating a vector description is not useful: I'm stating that
information is thrown away that could have been used to construct an
essential part of a world model that understands physical entities
down to the level of e.g. textures.

-------------------------------------------
agi
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