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 >>>>>>>>>>>> RSS Feed: https://www.listbox.com/member/archive/rss/303/ >>>>>>>>>>>> Modify Your Subscription: https://www.listbox.com/member/?& >>>>>>>>>>>> Powered by Listbox: http://www.listbox.com >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> -- >>>>>>>>>>> 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. 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