Couple of quick comments (I'm still thinking about all this  - but I'm 
confident everything AGI links up here).

A fluid schema is arguably by its v. nature a method - a trial and error, 
arguably universal method. It links vision to the hand or any effector. 
Handling objects also is based on fluid schemas - you put out a fluid 
adjustably-shaped hand to grasp things. And even if you don't have hands, like 
a worm, and must grasp things with your body, and must "grasp" the ground under 
which you move, then too you must use fluid body schemas/maps.

All concepts - the basis of language and before language, all intelligence - 
are also almost certainly fluid schemas (and not as you suggested, patterns).

All creative problemsolving begins from concepts of what you want to do  (and 
not formulae or algorithms as in rational problemsolving). Any suggestion to 
the contrary will not, I suggest, bear the slightest serious examination.

**Fluid schemas/concepts/fluid outlines are attempts-to-grasp-things - 
"gropings".**         

Point 2 : I'd relook at your assumptions in all your musings  - my impression 
is they all assume, unwittingly, an *adult* POV - the view of s.o. who already 
knows how to see - as distinct from an infant who is just learning to see and 
"get to grips with" an extremely blurred world, (even more blurred and 
confusing, I wouldn't be surprised, than that Prakash video). You're 
unwittingly employing top down, fully-formed-intelligence assumptions even 
while overtly trying to produce a learning system - you're looking for what an 
adult wants to know, rather than what an infant 
starting-from-almost-no-knowledge-of-the-world wants to know.

If you accept the point in any way, major philosophical rethinking is required.



From: David Jones 
Sent: Friday, July 09, 2010 1:56 PM
To: agi 
Subject: Re: [agi] Re: Huge Progress on the Core of AGI


Mike,


On Thu, Jul 8, 2010 at 6:52 PM, Mike Tintner <[email protected]> wrote:

  Isn't the first problem simply to differentiate the objects in a scene? 

Well, that is part of the movement problem. If you say something moved, you are 
also saying that the objects in the two or more video frames are the same 
instance.
 
  (Maybe the most important movement to begin with is not  the movement of the 
object, but of the viewer changing their POV if only slightly  - wh. won't be a 
factor if you're "looking" at a screen)

Maybe, but this problem becomes kind of trivial in a 2D environment, assuming 
you don't allow rotation of the POV. Moving the POV would simply translate all 
the objects linearly. If you make it a 3D environment, it becomes significantly 
more complicated. I could work on 3D, which I will, but I'm not sure I should 
start there. I probably should consider it though and see what complications it 
adds to the problem and how they might be solved.
 
  And that I presume comes down to being able to put a crude, highly tentative, 
and fluid outline round them (something that won't be neces. if you're dealing 
with squares?) . Without knowing v. little if anything about what kind of 
objects they are. As an infant most likely does. {See infants' drawings and how 
they evolve v. gradually from a v. crude outline blob that at first can 
represent anything - that I'm suggesting is a "replay" of how visual perception 
developed).

  The fluid outline or image schema is arguably the basis of all intelligence - 
just about everything AGI is based on it.  You need an outline for instance not 
just of objects, but of where you're going, and what you're going to try and do 
- if you want to survive in the real world.  Schemas connect everything AGI.

  And it's not a matter of choice - first you have to have an outline/sense of 
the whole - whatever it is -  before you can start filling in the parts.


Well, this is the question. The solution is underdetermined, which means that a 
right solution is not possible to know with complete certainty. So, you may 
take the approach of using contours to match objects, but that is certainly not 
the only way to approach the problem. Yes, you have to use local features in 
the image to group pixels together in some way. I agree with you there.  

Is using contours the right way? Maybe, but not by itself. You have to define 
the problem a little better than just saying that we need to construct an 
outline. The real problem/question is this: "How do you determine the 
uncertainty of a hypothesis, lower it and also determine how good a hypothesis 
is, especially in comparison to other hypotheses?" 

So, in this case, we are trying to use an outline comparison to determine the 
best match hypotheses between objects. But, that doesn't define how you score 
alternative hypotheses. That also is certainly not the only way to do it. You 
could use the details within the outline too. In fact, in some situations, this 
would be required to disambiguate between the possible hypotheses.  



  P.S. It would be mindblowingly foolish BTW to think you can do better than 
the way an infant learns to see - that's an awfully big visual section of the 
brain there, and it works.

I'm not trying to "do better" than the human brain. I am trying to solve the 
same problems that the brain solves in a different way, sometimes better than 
the brain, sometimes worse, sometimes equivalently. What would be foolish is to 
assume the only way to duplicate general intelligence is to copy the human 
brain. By taking this approach, you are forced to reverse engineer and 
understand something that is extremely difficult to reverse engineer. In 
addition, a solution that using the brain's design may not be economically 
feasible. So, approaching the problem by copying the human brain has additional 
risks. You may end up figuring out how the brain works and not be able to use 
it. In addition might not end up with a good understanding of what other 
solutions might be possible.
 
Dave

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