Mark,

I still think your definitions still sound difficult to implement,
although not nearly as hard as "make humans happy without modifying
them". How would you define "consent"? You'd need a definition of
decision-making entity, right?

Personally, if I were to take the approach of a preprogrammed ethics,
I would define good in pseudo-evolutionary terms: a pattern/entity is
good if it has high survival value in the long term. Patterns that are
self-sustaining on their own are thus considered good, but patterns
that help sustain other patterns would be too, because they are a
high-utility part of a larger whole.

Actually, that idea is what made me assert that any goal produces
normalizing subgoals. Survivability helps achieve any goal, as long as
it isn't a time-bounded goal (finishing a set task).

--Abram

On Thu, Aug 28, 2008 at 2:52 PM, Mark Waser <[EMAIL PROTECTED]> wrote:
>> However, it
>> doesn't seem right to me to preprogram an AGI with a set ethical
>> theory; the theory could be wrong, no matter how good it sounds.
>
> Why not wait until a theory is derived before making this decision?
>
> Wouldn't such a theory be a good starting point, at least?
>
>> better to put such ideas in only as probabilistic correlations (or
>> "virtual evidence"), and let the system change its beliefs based on
>> accumulated evidence. I do not think this is overly risky, because
>> whatever the system comes to believe, its high-level goal will tend to
>> create normalizing subgoals that will regularize its behavior.
>
> You're getting into implementation here but I will make a couple of personal
> belief statements:
>
> 1.  Probabilistic correlations are much, *much* more problematical than most
> people are event willing to think about.  They work well with very simple
> examples but they do not scale well at all.  Particularly problematic for
> such correlations is the fact that ethical concepts are generally made up
> *many* interwoven parts and are very fuzzy.  The church of Bayes does not
> cut it for any work where the language/terms/concepts are not perfectly
> crisp, clear, and logically correct.
> 2.  Statements like "its high-level goal will tend to create normalizing
> subgoals that will regularize its behavior" sweep *a lot* of detail under
> the rug.  It's possible that it is true.  I think that it is much more
> probable that it is very frequently not true.  Unless you do *a lot* of
> specification, I'm afraid that expecting this to be true is *very* risky.
>
>> I'll stick to my point about defining "make humans happy" being hard,
>> though. Especially with the restriction "without modifying them" that
>> you used.
>
> I think that defining "make humans happy" is impossible -- but that's OK
> because I think that it's a really bad goal to try to implement.
>
> All I need to do is to define learn, harm, and help.  Help could be defined
> as anything which is agreed to with informed consent by the affected subject
> both before and after the fact.  Yes, that doesn't cover all actions but
> that just means that the AI doesn't necessarily have a strong inclination
> towards those actions.  Harm could be defined as anything which is disagreed
> with (or is expected to be disagreed with) by the affected subject either
> before or after the fact.  Friendliness then turns into something like
> asking permission.  Yes, the Friendly entity won't save you in many
> circumstances, but it's not likely to kill you either.
>
> << Of course, I could also come up with the counter-argument to my own
> thesis that the AI will never do anything because there will always be
> someone who objects to the AI doing *anything* to change the world.-- but
> that's just the absurdity and self-defeating arguments that I expect from
> many of the list denizens that can't be defended against except by
> allocating far more time than it's worth.>>
>
>
>
> ----- Original Message ----- From: "Abram Demski" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Sent: Thursday, August 28, 2008 1:59 PM
> Subject: **SPAM** Re: AGI goals (was Re: Information theoretic approaches to
> AGI (was Re: [agi] The Necessity of Embodiment))
>
>
>> Mark,
>>
>> Actually I am sympathetic with this idea. I do think good can be
>> defined. And, I think it can be a simple definition. However, it
>> doesn't seem right to me to preprogram an AGI with a set ethical
>> theory; the theory could be wrong, no matter how good it sounds. So,
>> better to put such ideas in only as probabilistic correlations (or
>> "virtual evidence"), and let the system change its beliefs based on
>> accumulated evidence. I do not think this is overly risky, because
>> whatever the system comes to believe, its high-level goal will tend to
>> create normalizing subgoals that will regularize its behavior.
>>
>> I'll stick to my point about defining "make humans happy" being hard,
>> though. Especially with the restriction "without modifying them" that
>> you used.
>>
>> On Thu, Aug 28, 2008 at 12:38 PM, Mark Waser <[EMAIL PROTECTED]> wrote:
>>>>
>>>> Also, I should mention that the whole construction becomes irrelevant
>>>> if we can logically describe the goal ahead of time. With the "make
>>>> humans happy" example, something like my construction would be useful
>>>> if we need to AI to *learn* what a human is and what happy is. (We
>>>> then set up the pleasure in a way that would help the AI attach
>>>> "goodness" to the right things.) If we are able to write out the
>>>> definitions ahead of time, we can directly specify what goodness is
>>>> instead. But, I think it is unrealistic to take that approach, since
>>>> the definitions would be large and difficult....
>>>
>>> :-)  I strongly disagree with you.  Why do you believe that having a new
>>> AI
>>> learn large and difficult definitions is going to be easier and safer
>>> than
>>> specifying them (assuming that the specifications can be grounded in the
>>> AI's terms)?
>>>
>>> I also disagree that the definitions are going to be as large as people
>>> believe them to be . . . .
>>>
>>> Let's take the Mandelbroit set as an example.  It is perfectly specified
>>> by
>>> one *very* small formula.  Yet, if you don't know that formula, you could
>>> spend many lifetimes characterizing it (particularly if you're trying to
>>> doing it from multiple blurred and shifted  images :-).
>>>
>>> The true problem is that humans can't (yet) agree on what goodness is --
>>>  and
>>> then they get lost arguing over detailed cases instead of focusing on the
>>> core.
>>>
>>> The core definition of goodness/morality and developing a system to
>>> determine what actions are good and what actions are not is a project
>>> that
>>> I've been working on for quite some time and I *think* I'm making rather
>>> good headway.
>>>
>>>
>>> ----- Original Message ----- From: "Abram Demski" <[EMAIL PROTECTED]>
>>> To: <[email protected]>
>>> Sent: Thursday, August 28, 2008 9:57 AM
>>> Subject: **SPAM** Re: AGI goals (was Re: Information theoretic approaches
>>> to
>>> AGI (was Re: [agi] The Necessity of Embodiment))
>>>
>>>
>>>> Hi mark,
>>>>
>>>> I think the miscommunication is relatively simple...
>>>>
>>>> On Wed, Aug 27, 2008 at 10:14 PM, Mark Waser <[EMAIL PROTECTED]>
>>>> wrote:
>>>>>
>>>>> Hi,
>>>>>
>>>>>  I think that I'm missing some of your points . . . .
>>>>>
>>>>>> Whatever good is, it cannot be something directly
>>>>>> observable, or the AI will just wirehead itself (assuming it gets
>>>>>> intelligent enough to do so, of course).
>>>>>
>>>>> I don't understand this unless you mean by "directly observable" that
>>>>> the
>>>>> definition is observable and changeable.  If I define good as making
>>>>> all
>>>>> humans happy without modifying them, how would the AI wirehead itself?
>>>>> What
>>>>> am I missing here?
>>>>
>>>> When I say "directly observable", I mean observable-by-sensation.
>>>> "Making all humans happy" could not be directly observed unless the AI
>>>> had sensors in the pleasure centers of all humans (in which case it
>>>> would want to wirehead us). "Without modifying them" couldn't be
>>>> directly observed even then. So, realistically, such a goal needs to
>>>> be inferred from sensory data.
>>>>
>>>> Also, I should mention that the whole construction becomes irrelevant
>>>> if we can logically describe the goal ahead of time. With the "make
>>>> humans happy" example, something like my construction would be useful
>>>> if we need to AI to *learn* what a human is and what happy is. (We
>>>> then set up the pleasure in a way that would help the AI attach
>>>> "goodness" to the right things.) If we are able to write out the
>>>> definitions ahead of time, we can directly specify what goodness is
>>>> instead. But, I think it is unrealistic to take that approach, since
>>>> the definitions would be large and difficult....
>>>>
>>>>>
>>>>>> So, the AI needs to have a concept of external goodness, with a weak
>>>>>> probabilistic correlation to its directly observable pleasure.
>>>>>
>>>>> I agree with the concept of external goodness but why does the
>>>>> correlation
>>>>> between external goodness and it's pleasure have to be low?  Why can't
>>>>> external goodness directly cause pleasure?  Clearly, it shouldn't
>>>>> believe
>>>>> that it's pleasure causes external goodness (that would be reversing
>>>>> cause
>>>>> and effect and an obvious logic error).
>>>>
>>>> The correlation needs to be fairly low to allow the concept of good to
>>>> eventually split off of the concept of pleasure in the AI mind. The
>>>> external goodness can't directly cause pleasure because it isn't
>>>> directly detectable. Detection of goodness *through* inference *could*
>>>> be taken to cause pleasure; but this wouldn't be much use, because the
>>>> AI is already supposed to be maximizing goodness, not pleasure.
>>>> Pleasure merely plays the role of offering "hints" about what things
>>>> in the world might be good.
>>>>
>>>> Actually, I think the proper probabilistic construction might be a bit
>>>> different than simply a "weak correlation"... for one thing, the
>>>> probability that goodness causes pleasure shouldn't be set ahead of
>>>> time. I'm thinking that likelihood would be more appropriate than
>>>> probability... so that it is as if the AI is born with some evidence
>>>> for the correlation that it cannot remember, but uses in reasoning (if
>>>> you are familiar with the idea of "virtual evidence" that is what I am
>>>> talking about).
>>>>
>>>>>
>>>>>  Mark
>>>>>
>>>>> P.S.  I notice that several others answered your wirehead query so I
>>>>> won't
>>>>> belabor the point.  :-)
>>>>>
>>>>>
>>>>> ----- Original Message ----- From: "Abram Demski"
>>>>> <[EMAIL PROTECTED]>
>>>>> To: <[email protected]>
>>>>> Sent: Wednesday, August 27, 2008 3:43 PM
>>>>> Subject: **SPAM** Re: AGI goals (was Re: Information theoretic
>>>>> approaches
>>>>> to
>>>>> AGI (was Re: [agi] The Necessity of Embodiment))
>>>>>
>>>>>
>>>>>> Mark,
>>>>>>
>>>>>> The main motivation behind my setup was to avoid the wirehead
>>>>>> scenario. That is why I make the explicit goodness/pleasure
>>>>>> distinction. Whatever good is, it cannot be something directly
>>>>>> observable, or the AI will just wirehead itself (assuming it gets
>>>>>> intelligent enough to do so, of course). But, goodness cannot be
>>>>>> completely unobservable, or the AI will have no idea what it should
>>>>>> do.
>>>>>>
>>>>>> So, the AI needs to have a concept of external goodness, with a weak
>>>>>> probabilistic correlation to its directly observable pleasure. That
>>>>>> way, the system will go after pleasant things, but won't be able to
>>>>>> fool itself with things that are maximally pleasant. For example, if
>>>>>> it were to consider rewiring its visual circuits to see only
>>>>>> skin-color, it would not like the idea, because it would know that
>>>>>> such a move would make it less able to maximize goodness in general.
>>>>>> (It would know that seeing only tan does not mean that the entire
>>>>>> world is made of pure goodness.) An AI that was trying to maximize
>>>>>> pleasure would see nothing wrong with self-stimulation of this sort.
>>>>>>
>>>>>> So, I think that pushing the problem of goal-setting back to
>>>>>> pleasure-setting is very useful for avoiding certain types of
>>>>>> undesirable behavior.
>>>>>>
>>>>>> By the way, where does this term "wireheading" come from? I assume
>>>>>> from context that it simply means self-stimulation.
>>>>>>
>>>>>> -Abram Demski
>>>>>>
>>>>>> On Wed, Aug 27, 2008 at 2:58 PM, Mark Waser <[EMAIL PROTECTED]>
>>>>>> wrote:
>>>>>>>
>>>>>>> Hi,
>>>>>>>
>>>>>>>  A number of problems unfortunately . . . .
>>>>>>>
>>>>>>>> -Learning is pleasurable.
>>>>>>>
>>>>>>> . . . . for humans.  We can choose whether to make it so for machines
>>>>>>> or
>>>>>>> not.  Doing so would be equivalent to setting a goal of learning.
>>>>>>>
>>>>>>>> -Other things may be pleasurable depending on what we initially want
>>>>>>>> the AI to enjoy doing.
>>>>>>>
>>>>>>>  See . . . all you've done here is pushed goal-setting to
>>>>>>> pleasure-setting
>>>>>>> . . . .
>>>>>>>
>>>>>>> = = = = =
>>>>>>>
>>>>>>>  Further, if you judge goodness by pleasure, you'll probably create
>>>>>>> an
>>>>>>> AGI
>>>>>>> whose shortest path-to-goal is to wirehead the universe (which I
>>>>>>> consider
>>>>>>> to
>>>>>>> be a seriously suboptimal situation - YMMV).
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> ----- Original Message ----- From: "Abram Demski"
>>>>>>> <[EMAIL PROTECTED]>
>>>>>>> To: <[email protected]>
>>>>>>> Sent: Wednesday, August 27, 2008 2:25 PM
>>>>>>> Subject: **SPAM** Re: AGI goals (was Re: Information theoretic
>>>>>>> approaches
>>>>>>> to
>>>>>>> AGI (was Re: [agi] The Necessity of Embodiment))
>>>>>>>
>>>>>>>
>>>>>>>> Mark,
>>>>>>>>
>>>>>>>> OK, I take up the challenge. Here is a different set of goal-axioms:
>>>>>>>>
>>>>>>>> -"Good" is a property of some entities.
>>>>>>>> -Maximize good in the world.
>>>>>>>> -A more-good entity is usually more likely to cause goodness than a
>>>>>>>> less-good entity.
>>>>>>>> -A more-good entity is often more likely to cause pleasure than a
>>>>>>>> less-good entity.
>>>>>>>> -"Self" is the entity that causes my actions.
>>>>>>>> -An entity with properties similar to "self" is more likely to be
>>>>>>>> good.
>>>>>>>>
>>>>>>>> Pleasure, unlike goodness, is directly observable. It comes from
>>>>>>>> many
>>>>>>>> sources. For example:
>>>>>>>> -Learning is pleasurable.
>>>>>>>> -A full battery is pleasurable (if relevant).
>>>>>>>> -Perhaps the color of human skin is pleasurable in and of itself.
>>>>>>>> (More specifically, all skin colors of any existing race.)
>>>>>>>> -Perhaps also the sound of a human voice is pleasurable.
>>>>>>>> -Other things may be pleasurable depending on what we initially want
>>>>>>>> the AI to enjoy doing.
>>>>>>>>
>>>>>>>> So, the definition if "good" is highly probabilistic, and the
>>>>>>>> system's
>>>>>>>> inferences about goodness will depend on its experiences; but
>>>>>>>> pleasure
>>>>>>>> can be directly observed, and the pleasure-mechanisms remain fixed.
>>>>>>>>
>>>>>>>> On Wed, Aug 27, 2008 at 12:32 PM, Mark Waser <[EMAIL PROTECTED]>
>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>> But, how does your description not correspond to giving the AGI
>>>>>>>>>> the
>>>>>>>>>> goals of being helpful and not harmful? In other words, what more
>>>>>>>>>> does
>>>>>>>>>> it do than simply try for these? Does it pick goals randomly such
>>>>>>>>>> that
>>>>>>>>>> they conflict only minimally with these?
>>>>>>>>>
>>>>>>>>> Actually, my description gave the AGI four goals: be helpful, don't
>>>>>>>>> be
>>>>>>>>> harmful, learn, and keep moving.
>>>>>>>>>
>>>>>>>>> Learn, all by itself, is going to generate an infinite number of
>>>>>>>>> subgoals.
>>>>>>>>> Learning subgoals will be picked based upon what is most likely to
>>>>>>>>> learn
>>>>>>>>> the
>>>>>>>>> most while not being harmful.
>>>>>>>>>
>>>>>>>>> (and, by the way, be helpful and learn should both generate a
>>>>>>>>> self-protection sub-goal  in short order with procreation following
>>>>>>>>> immediately behind)
>>>>>>>>>
>>>>>>>>> Arguably, be helpful would generate all three of the other goals
>>>>>>>>> but
>>>>>>>>> learning and not being harmful without being helpful is a *much*
>>>>>>>>> better
>>>>>>>>> goal-set for a novice AI to prevent "accidents" when the AI thinks
>>>>>>>>> it
>>>>>>>>> is
>>>>>>>>> being helpful.  In fact, I've been tempted at times to entirely
>>>>>>>>> drop
>>>>>>>>> the
>>>>>>>>> be
>>>>>>>>> helpful since the other two will eventually generate it with a
>>>>>>>>> lessened
>>>>>>>>> probability of trying-to-be-helpful accidents.
>>>>>>>>>
>>>>>>>>> Don't be harmful by itself will just turn the AI off.
>>>>>>>>>
>>>>>>>>> The trick is that there needs to be a balance between goals.  Any
>>>>>>>>> single
>>>>>>>>> goal intelligence is likely to be lethal even if that goal is to
>>>>>>>>> help
>>>>>>>>> humanity.
>>>>>>>>>
>>>>>>>>> Learn, do no harm, help.  Can anyone come up with a better set of
>>>>>>>>> goals?
>>>>>>>>> (and, once again, note that learn does *not* override the other two
>>>>>>>>> --
>>>>>>>>>  there
>>>>>>>>> is meant to be a balance between the three).
>>>>>>>>>
>>>>>>>>> ----- Original Message ----- From: "Abram Demski"
>>>>>>>>> <[EMAIL PROTECTED]>
>>>>>>>>> To: <[email protected]>
>>>>>>>>> Sent: Wednesday, August 27, 2008 11:52 AM
>>>>>>>>> Subject: **SPAM** Re: AGI goals (was Re: Information theoretic
>>>>>>>>> approaches
>>>>>>>>> to
>>>>>>>>> AGI (was Re: [agi] The Necessity of Embodiment))
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>> Mark,
>>>>>>>>>>
>>>>>>>>>> I agree that we are mired 5 steps before that; after all, AGI is
>>>>>>>>>> not
>>>>>>>>>> "solved" yet, and it is awfully hard to design prefab concepts in
>>>>>>>>>> a
>>>>>>>>>> knowledge representation we know nothing about!
>>>>>>>>>>
>>>>>>>>>> But, how does your description not correspond to giving the AGI
>>>>>>>>>> the
>>>>>>>>>> goals of being helpful and not harmful? In other words, what more
>>>>>>>>>> does
>>>>>>>>>> it do than simply try for these? Does it pick goals randomly such
>>>>>>>>>> that
>>>>>>>>>> they conflict only minimally with these?
>>>>>>>>>>
>>>>>>>>>> --Abram
>>>>>>>>>>
>>>>>>>>>> On Wed, Aug 27, 2008 at 11:09 AM, Mark Waser
>>>>>>>>>> <[EMAIL PROTECTED]>
>>>>>>>>>> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>> It is up to humans to define the goals of an AGI, so that it
>>>>>>>>>>>>> will
>>>>>>>>>>>>> do
>>>>>>>>>>>>> what
>>>>>>>>>>>>> we want it to do.
>>>>>>>>>>>
>>>>>>>>>>> Why must we define the goals of an AGI?  What would be wrong with
>>>>>>>>>>> setting
>>>>>>>>>>> it
>>>>>>>>>>> off with strong incentives to be helpful, even stronger
>>>>>>>>>>> incentives
>>>>>>>>>>> to
>>>>>>>>>>> not
>>>>>>>>>>> be
>>>>>>>>>>> harmful, and let it chart it's own course based upon the vagaries
>>>>>>>>>>> of
>>>>>>>>>>> the
>>>>>>>>>>> world?  Let it's only hard-coded goal be to keep it's
>>>>>>>>>>> satisfaction
>>>>>>>>>>> above
>>>>>>>>>>> a
>>>>>>>>>>> certain level with helpful actions increasing satisfaction,
>>>>>>>>>>> harmful
>>>>>>>>>>> actions
>>>>>>>>>>> heavily decreasing satisfaction; learning increasing
>>>>>>>>>>> satisfaction,
>>>>>>>>>>> and
>>>>>>>>>>> satisfaction naturally decaying over time so as to promote action
>>>>>>>>>>> .
>>>>>>>>>>> .
>>>>>>>>>>> .
>>>>>>>>>>> .
>>>>>>>>>>>
>>>>>>>>>>> Seems to me that humans are pretty much coded that way (with
>>>>>>>>>>> evolution's
>>>>>>>>>>> additional incentives of self-defense and procreation).  The real
>>>>>>>>>>> trick
>>>>>>>>>>> of
>>>>>>>>>>> the matter is defining helpful and harmful clearly but everyone
>>>>>>>>>>> is
>>>>>>>>>>> still
>>>>>>>>>>> mired five steps before that.
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> ----- Original Message -----
>>>>>>>>>>> From: Matt Mahoney
>>>>>>>>>>> To: [email protected]
>>>>>>>>>>> Sent: Wednesday, August 27, 2008 10:52 AM
>>>>>>>>>>> Subject: AGI goals (was Re: Information theoretic approaches to
>>>>>>>>>>> AGI
>>>>>>>>>>> (was
>>>>>>>>>>> Re:
>>>>>>>>>>> [agi] The Necessity of Embodiment))
>>>>>>>>>>> An AGI will not design its goals. It is up to humans to define
>>>>>>>>>>> the
>>>>>>>>>>> goals
>>>>>>>>>>> of
>>>>>>>>>>> an AGI, so that it will do what we want it to do.
>>>>>>>>>>>
>>>>>>>>>>> Unfortunately, this is a problem. We may or may not be successful
>>>>>>>>>>> in
>>>>>>>>>>> programming the goals of AGI to satisfy human goals. If we are
>>>>>>>>>>> not
>>>>>>>>>>> successful, then AGI will be useless at best and dangerous at
>>>>>>>>>>> worst.
>>>>>>>>>>> If
>>>>>>>>>>> we
>>>>>>>>>>> are successful, then we are doomed because human goals evolved in
>>>>>>>>>>> a
>>>>>>>>>>> primitive environment to maximize reproductive success and not in
>>>>>>>>>>> an
>>>>>>>>>>> environment where advanced technology can give us whatever we
>>>>>>>>>>> want.
>>>>>>>>>>> AGI
>>>>>>>>>>> will
>>>>>>>>>>> allow us to connect our brains to simulated worlds with magic
>>>>>>>>>>> genies,
>>>>>>>>>>> or
>>>>>>>>>>> worse, allow us to directly reprogram our brains to alter our
>>>>>>>>>>> memories,
>>>>>>>>>>> goals, and thought processes. All rational goal-seeking agents
>>>>>>>>>>> must
>>>>>>>>>>> have
>>>>>>>>>>> a
>>>>>>>>>>> mental state of maximum utility where any thought or perception
>>>>>>>>>>> would
>>>>>>>>>>> be
>>>>>>>>>>> unpleasant because it would result in a different state.
>>>>>>>>>>>
>>>>>>>>>>> -- Matt Mahoney, [EMAIL PROTECTED]
>>>>>>>>>>>
>>>>>>>>>>> ----- Original Message ----
>>>>>>>>>>> From: Valentina Poletti <[EMAIL PROTECTED]>
>>>>>>>>>>> To: [email protected]
>>>>>>>>>>> Sent: Tuesday, August 26, 2008 11:34:56 AM
>>>>>>>>>>> Subject: Re: Information theoretic approaches to AGI (was Re:
>>>>>>>>>>> [agi]
>>>>>>>>>>> The
>>>>>>>>>>> Necessity of Embodiment)
>>>>>>>>>>>
>>>>>>>>>>> Thanks very much for the info. I found those articles very
>>>>>>>>>>> interesting.
>>>>>>>>>>> Actually though this is not quite what I had in mind with the
>>>>>>>>>>> term
>>>>>>>>>>> information-theoretic approach. I wasn't very specific, my bad.
>>>>>>>>>>> What
>>>>>>>>>>> I
>>>>>>>>>>> am
>>>>>>>>>>> looking for is a a theory behind the actual R itself. These
>>>>>>>>>>> approaches
>>>>>>>>>>> (correnct me if I'm wrong) give an r-function for granted and
>>>>>>>>>>> work
>>>>>>>>>>> from
>>>>>>>>>>> that. In real life that is not the case though. What I'm looking
>>>>>>>>>>> for
>>>>>>>>>>> is
>>>>>>>>>>> how
>>>>>>>>>>> the AGI will create that function. Because the AGI is created by
>>>>>>>>>>> humans,
>>>>>>>>>>> some sort of direction will be given by the humans creating them.
>>>>>>>>>>> What
>>>>>>>>>>> kind
>>>>>>>>>>> of direction, in mathematical terms, is my question. In other
>>>>>>>>>>> words
>>>>>>>>>>> I'm
>>>>>>>>>>> looking for a way to mathematically define how the AGI will
>>>>>>>>>>> mathematically
>>>>>>>>>>> define its goals.
>>>>>>>>>>>
>>>>>>>>>>> Valentina
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On 8/23/08, Matt Mahoney <[EMAIL PROTECTED]> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>> Valentina Poletti <[EMAIL PROTECTED]> wrote:
>>>>>>>>>>>> > I was wondering why no-one had brought up the >
>>>>>>>>>>>> > information-theoretic
>>>>>>>>>>>> > aspect of this yet.
>>>>>>>>>>>>
>>>>>>>>>>>> It has been studied. For example, Hutter proved that the optimal
>>>>>>>>>>>> strategy
>>>>>>>>>>>> of a rational goal seeking agent in an unknown computable
>>>>>>>>>>>> environment
>>>>>>>>>>>> is
>>>>>>>>>>>> AIXI: to guess that the environment is simulated by the shortest
>>>>>>>>>>>> program
>>>>>>>>>>>> consistent with observation so far [1]. Legg and Hutter also
>>>>>>>>>>>> propose
>>>>>>>>>>>> as
>>>>>>>>>>>> a
>>>>>>>>>>>> measure of universal intelligence the expected reward over a
>>>>>>>>>>>> Solomonoff
>>>>>>>>>>>> distribution of environments [2].
>>>>>>>>>>>>
>>>>>>>>>>>> These have profound impacts on AGI design. First, AIXI is
>>>>>>>>>>>> (provably)
>>>>>>>>>>>> not
>>>>>>>>>>>> computable, which means there is no easy shortcut to AGI.
>>>>>>>>>>>> Second,
>>>>>>>>>>>> universal
>>>>>>>>>>>> intelligence is not computable because it requires testing in an
>>>>>>>>>>>> infinite
>>>>>>>>>>>> number of environments. Since there is no other well accepted
>>>>>>>>>>>> test
>>>>>>>>>>>> of
>>>>>>>>>>>> intelligence above human level, it casts doubt on the main
>>>>>>>>>>>> premise
>>>>>>>>>>>> of
>>>>>>>>>>>> the
>>>>>>>>>>>> singularity: that if humans can create agents with greater than
>>>>>>>>>>>> human
>>>>>>>>>>>> intelligence, then so can they.
>>>>>>>>>>>>
>>>>>>>>>>>> Prediction is central to intelligence, as I argue in [3]. Legg
>>>>>>>>>>>> proved
>>>>>>>>>>>> in
>>>>>>>>>>>> [4] that there is no elegant theory of prediction. Predicting
>>>>>>>>>>>> all
>>>>>>>>>>>> environments up to a given level of Kolmogorov complexity
>>>>>>>>>>>> requires
>>>>>>>>>>>> a
>>>>>>>>>>>> predictor with at least the same level of complexity.
>>>>>>>>>>>> Furthermore,
>>>>>>>>>>>> above
>>>>>>>>>>>> a
>>>>>>>>>>>> small level of complexity, such predictors cannot be proven
>>>>>>>>>>>> because
>>>>>>>>>>>> of
>>>>>>>>>>>> Godel
>>>>>>>>>>>> incompleteness. Prediction must therefore be an experimental
>>>>>>>>>>>> science.
>>>>>>>>>>>>
>>>>>>>>>>>> There is currently no software or mathematical model of
>>>>>>>>>>>> non-evolutionary
>>>>>>>>>>>> recursive self improvement, even for very restricted or simple
>>>>>>>>>>>> definitions
>>>>>>>>>>>> of intelligence. Without a model you don't have friendly AI; you
>>>>>>>>>>>> have
>>>>>>>>>>>> accelerated evolution with AIs competing for resources.
>>>>>>>>>>>>
>>>>>>>>>>>> References
>>>>>>>>>>>>
>>>>>>>>>>>> 1. Hutter, Marcus (2003), "A Gentle Introduction to The
>>>>>>>>>>>> Universal
>>>>>>>>>>>> Algorithmic Agent {AIXI}",
>>>>>>>>>>>> in Artificial General Intelligence, B. Goertzel and C. Pennachin
>>>>>>>>>>>> eds.,
>>>>>>>>>>>> Springer. http://www.idsia.ch/~marcus/ai/aixigentle.htm
>>>>>>>>>>>>
>>>>>>>>>>>> 2. Legg, Shane, and Marcus Hutter (2006),
>>>>>>>>>>>> A Formal Measure of Machine Intelligence, Proc. Annual machine
>>>>>>>>>>>> learning conference of Belgium and The Netherlands
>>>>>>>>>>>> (Benelearn-2006).
>>>>>>>>>>>> Ghent, 2006.  http://www.vetta.org/documents/ui_benelearn.pdf
>>>>>>>>>>>>
>>>>>>>>>>>> 3. http://cs.fit.edu/~mmahoney/compression/rationale.html
>>>>>>>>>>>>
>>>>>>>>>>>> 4. Legg, Shane, (2006), Is There an Elegant Universal Theory of
>>>>>>>>>>>> Prediction?,
>>>>>>>>>>>> Technical Report IDSIA-12-06, IDSIA / USI-SUPSI,
>>>>>>>>>>>> Dalle Molle Institute for Artificial Intelligence, Galleria 2,
>>>>>>>>>>>> 6928
>>>>>>>>>>>> Manno,
>>>>>>>>>>>> Switzerland.
>>>>>>>>>>>> http://www.vetta.org/documents/IDSIA-12-06-1.pdf
>>>>>>>>>>>>
>>>>>>>>>>>> -- Matt Mahoney, [EMAIL PROTECTED]
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> -------------------------------------------
>>>>>>>>>>>> agi
>>>>>>>>>>>> Archives: https://www.listbox.com/member/archive/303/=now
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>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> --
>>>>>>>>>>> A true friend stabs you in the front. - O. Wilde
>>>>>>>>>>>
>>>>>>>>>>> Einstein once thought he was wrong; then he discovered he was
>>>>>>>>>>> wrong.
>>>>>>>>>>>
>>>>>>>>>>> For every complex problem, there is an answer which is short,
>>>>>>>>>>> simple
>>>>>>>>>>> and
>>>>>>>>>>> wrong. - H.L. Mencken
>>>>>>>>>>> ________________________________
>>>>>>>>>>> agi | Archives | Modify Your Subscription
>>>>>>>>>>> ________________________________
>>>>>>>>>>> agi | Archives | Modify Your Subscription
>>>>>>>>>>>
>>>>>>>>>>> ________________________________
>>>>>>>>>>> agi | Archives | Modify Your Subscription
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> -------------------------------------------
>>>>>>>>>> agi
>>>>>>>>>> Archives: https://www.listbox.com/member/archive/303/=now
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>>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> -------------------------------------------
>>>>>>>>> agi
>>>>>>>>> Archives: https://www.listbox.com/member/archive/303/=now
>>>>>>>>> RSS Feed: https://www.listbox.com/member/archive/rss/303/
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>
>
>
>
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agi
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