Hi David,

> Any amount of guidance in such a simulation (e.g. to help avoid so many
of the useless
> eddies in a fully open-ended simulation) amounts to
designed cognition.


No, it amounts to guided evolution. The difference between a designed 
simulation and a designed cognition is the focus on the agent itself. In the 
latter, you design the agent and turn it loose, testing it to see if it does 
what you want it to. In the former (the simulation), you turn a bunch of 
candidate agents loose and let them compete to do what you want them to. The 
ones that don't, die. You're specifying the environment, not the agent. If you 
do it right, you don't even have to specify the goals.  With designed 
cognition, you must specify the goals, either directly (un-embodied), or in 
some meta-fashion (embodied). 

Terren

--- On Mon, 8/25/08, David Hart <[EMAIL PROTECTED]> wrote:
From: David Hart <[EMAIL PROTECTED]>
Subject: Re: [agi] How Would You Design a Play Machine?
To: [email protected]
Date: Monday, August 25, 2008, 6:04 PM

Where is the hard dividing line between designed cognition and designed 
simulation (where intelligent behavior is intended to be emergent in both 
cases)? Even if an approach is taken where everything possible is done allow a 
'natural' type evolution of behavior, the simulation design and parameters will 
still influence the outcome, sometimes in unknown and unknowable ways. Any 
amount of guidance in such a simulation (e.g. to help avoid so many of the 
useless eddies in a fully open-ended simulation) amounts to designed cognition.


That being said, I'm particularly interested in the OCF being used as a 
platform for 'pure simulation' (Alife and more sophisticated game theoretical 
simulations), and finding ways to work the resulting experience and methods 
into the OCP design, which is itself a hybrid approach (designed cognition + 
designed simulation) intended to take advantage of the benefits of both.


-dave

On 8/26/08, Mike Tintner <[EMAIL PROTECTED]> wrote:
Terren:As may be obvious by now, I'm not that interested in designing 
cognition. I'm interested in designing simulations in which intelligent 
behavior emerges.But the way you're using the word 'adapt', in a cognitive 
sense of playing with goals, is different from the way I was using 
'adaptation', which is the result of an evolutionary process.




Two questions: 1)  how do you propose that your simulations will avoid the kind 
of criticisms you've been making of other systems of being too guided by 
programmers' intentions? How can you set up a simulation without making 
massive, possibly false assumptions about the nature of evolution?




2) Have you thought about the evolution of play in animals?



(We "play" BTW with just about every dimension of activities - goals, rules, 
tools, actions, movements.." ).











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agi

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