Ben Goertzel writes: > it might be valuable to have an integration of Player/Stage/Gazebo with > OpenSim I think this type of project is a good start toward addressing one of the major critiques of the virtual world approach -- the temptation to (unintentionally) "cheat" -- those canned animations can fool the untrained observer into thinking there is a lot more going on than they would think from the actual agi output (MOVE AVATAR 3M FORWARD, e.g.). Similarly for input... if input is obtained from simulated senses instead of providing direct access to the object model of the simulator, the resulting internal representations in the AI are much more convincing somehow. I don't know much about OpenSim or Player/Stage/Gazebo but it would seem that they overlap quite a bit, in that they both include simulation as their core function. I guess what you really want to do is figure out a middle layer between the standard player interface and the specific virtual world of interest (OpenSim). My guess would be that you could re-use a bunch of code as part of that task but it will still be rather complex. It would be an interesting GSoC project I'd think. It doesn't address the other major criticisms of virtual worlds -- such as the fact that in current ones the objects are more "iconic" than realistic... by which I mean that the appearance and limited behavior of a "mug of beer" is purely for the purpose of being identifiable by humans with a lot of experience of real mugs of beer. Its role in the virtual world is suggestive rather than functional and in a lot of cases I have no idea how an AI could make any useful sense out of it. I imagine that criticism will be dealt with over a lot of time as the worlds become more realistic, though the computing requirements for something approaching the richness of real-world sensation seem daunting, as does the sheer volume of object data needed to realistically model something as simple as a baby's bedroom.
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