Hi,

The pure pattern miner test is a pure OpenCog thing, doesn't require the
Unity3d game project. It has two modes, a single machine mode, and a
distributed mode, see
http://wiki.opencog.org/wikihome/index.php/Pattern_Miner   They both have
been merged into the main Opencog branch before the end of last year. If
you follow this wiki page, please use the one in the main branch. But
because I haven't checked it again since this year, so maybe some parts in
OpenCog it depends on have changed and the Pattern Miner is still last
year's version. I will try to test it again later when I have time.

Yes, the current developing branch is integrating with the  Embodiment
client to recognize patterns by unsupervised learning from other scripted
NPCs' behaviour in the Unity3d game world for a demo in my PhD thesis.
Because I got the impression that the new Embodiment system is in Ros now,
and it is for connecting to the robots instead of Unity3d game world.
There are 3 reasons I chose to use the old embodiment + unity3d game world:

1. The demo I am making is to do unsupervised learning from a noisy and
multi-contextual environment, needs to be easy to script the NPC agents to
do a lot of random different high level actions, like walk to something,
pick up something, eat something, drop something, even using magic to heal
someone, open chests with a key....It will be hard to script a lot of NPC
robots to do all of these.

2. If we want to connect the Pattern Miner to current robotic project, it
will also require a computer vision processor to recognize low-level
robotic actions first before all the perceived knowledge can all be turned
into Atoms in the AtomSpace, which I assume won't become matured and work
perfectly with the whole OpenCog in near future.

3. For a more visible complete demo, after the Pattern Miner found a
pattern it need a planner to work together to use the new found pattern in
planning, and then a new plan can be sent to the client for execution.
Since I am not there anymore, and to debugging the planner and the whole
action execution pipeline from OpenCog embodiment to a robot and feedback
to OpenCog is very difficult for me. And is probably also require a lot of
complex robotic mechanism implementation which I am not good at.

But once the perceiving modules and action execution modules are all
implemented and integrated well with the robots and OpenCog, it should not
be hard to integrate my current developing stuff with the new Embodiment
system.

BTW, for anyone who is interested about what exactly my current demo can do:

*The motivation:*
Any other kinds of learning in AI all require manually pick the learning
materials, examples for a certain task for the agent to learn from. But
real human level intelligence is able to just observe the whole world,
without pre-assigned any tasks, just learning every useful things from the
world. And once a new task is given, a human can search their memory and
find out a solution to solve it. It's also different from sequence
recognize, a sequence for a task is not always continuous, it can be
disturbed. So the Pattern Miner is aiming at figure out the cause and
effect for every single action, and then using planning / reasoning to make
them into a sequence when given a task.

*The demo content: *
There are two different tasks in the game world: open a chest, heal an
animal.
There are  a lot of  NPCs doing random actions including the two tasks in
the game world at the same time, for example: NPC A first pick up an apple;
and then walk to a rabbit, apply healing magic to heal it; walk to a yellow
key; walk around randomly; drop or eat the apple; walk to a yellow chest;
open the yellow chest with the yellow key it is holding.
At some point, give the AI agent a goal: open the black chest. Then it
would be able to know from Pattern Miner that using the same color of key
can open the same color of chest. If given a goal to heal the cat instead,
the AI agent will also know from the Pattern Miner that applying healing
magic to an animal can heal it.

On Wed, Jun 29, 2016 at 9:56 AM, Ben Goertzel <[email protected]> wrote:

> Nil, among other factors, she is using a lot of the old Embodiment
> code that you deleted from the master branch...
>
> However, the Pattern Matcher itself should not rely on any of this old
> Embodiment code, so I think she could likely merge her improved PM
> into master...
>
> What she is doing (among other things) is using the PM to recognize
> patterns in the Atomspace resulting from a game character's
> perceptions and actions, where the game character is running around in
> the old Unity3D game world, controlled by the old Embodiment
>
> There is no conceptual reason not to just port all this to Minecraft,
> but Shujing hasn't had time to do that, as she's been doing this work
> in a hurry as it's part of what she needs to do to finish her PhD
> thesis...
>
> At least the above is my understanding; Shujing can correct me if I'm
> wrong!
>
>
>
>
> On Wed, Jun 29, 2016 at 3:52 PM, 'Nil Geisweiller' via opencog
> <[email protected]> wrote:
> > Apparently this branch was started a year ago.
> >
> > Shujing, what prevents you from merging it into the master?
> >
> > Nil
> >
> >
> > On 06/29/2016 10:45 AM, Ben Goertzel wrote:
> >>
> >> True... though I wonder what incompatibilities that branch has, as
> >> compared to master...
> >>
> >> On Wed, Jun 29, 2016 at 3:39 PM, AmeBel <[email protected]>
> wrote:
> >>>
> >>> Hi,
> >>>
> >>> FYI, the in-development patterminer can be found on the
> >>> PatternMinerEmbodiment branch @ opencog/opencog/ repo.
> >>>
> >>> On Wednesday, June 29, 2016 at 3:16:13 PM UTC+8, Nil wrote:
> >>>>
> >>>>
> >>>> Well, I haven't moved past this issue, I think this other error is
> just
> >>>> a different manifestation of the same problem...
> >>>>
> >>>> Nil
> >>>>
> >>>> On 06/29/2016 10:00 AM, Nil Geisweiller wrote:
> >>>>>
> >>>>> Actually, I've moved past that issue (I didn't use the right conf),
> but
> >>>>> I've got another, perhaps more worrisome
> >>>>>
> >>>>> [2016-06-29 06:58:08:109] [INFO] Loading module
> >>>>>
> >>>>>
> >>>>>
> "/home/nilg/OpenCog/opencog/build/opencog/learning/PatternMiner/libTestPatternMinerAgent.so"
> >>>>>
> >>>>> [2016-06-29 06:58:08:109] [ERROR] Caught signal 11 (Segmentation
> fault)
> >>>>> on thread 140204635740224
> >>>>>       Stack Trace:
> >>>>>
> >>>>> I guess I'll have to fire up gdb. Meanwhile, any feedback is
> >>>>> appreciated.
> >>>>>
> >>>>> Nil
> >>>>>
> >>>>> On 06/29/2016 09:55 AM, Nil Geisweiller wrote:
> >>>>>>
> >>>>>> Hi,
> >>>>>>
> >>>>>> I'm trying to use the pattern miner. I'm posting here first before
> >>>>>> creating a github issue in case it is a silly problem.
> >>>>>>
> >>>>>> I'm loading the test in the cogserver
> >>>>>>
> >>>>>> opencog> loadmodule
> >>>>>>
> >>>>>>
> >>>>>>
> /home/nilg/OpenCog/opencog/build/opencog/learning/PatternMiner/libTestPatternMinerAgent.so
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>>> and getting
> >>>>>>
> >>>>>> [2016-06-29 05:43:14:123] [WARN] Unable to load module
> >>>>>>
> >>>>>>
> >>>>>>
> "/home/nilg/OpenCog/opencog/build/opencog/learning/PatternMiner/libTestPatternMinerAgent.so":
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>>>
> /home/nilg/OpenCog/opencog/build/opencog/learning/PatternMiner/libPatternMiner.so:
> >>>>>>
> >>>>>> undefined symbol: _ZN7opencog11OBJECT_NODEE
> >>>>>>
> >>>>>> Any idea?
> >>>>>>
> >>>>>> Nil
> >>>
> >>>
> >>> --
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> >>>
> >>>
> https://groups.google.com/d/msgid/opencog/387b5bac-3b76-49c0-b650-40d6f8396ea2%40googlegroups.com
> .
> >>>
> >>> For more options, visit https://groups.google.com/d/optout.
> >>
> >>
> >>
> >>
> >
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>
>
> --
> Ben Goertzel, PhD
> http://goertzel.org
>
> Super-benevolent super-intelligence is the thought the Global Brain is
> currently struggling to form...
>

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