[agi] [WAS The Smushaby] The Logic of Creativity

2009-01-13 Thread Mike Tintner


Richard,

Good. Glad you're replied. Let's have a go.

Perhaps there are misunderstandings here - because you see if programming
creative idea-hopping were trivially easy, as you suggest, even just in
principle, you should have no problems designing a program that will make
you a billionaire. Nothing is easy about what you did -
for either AI or AGI. And no one in AGI has ever attempted creative
problems.Perhaps you can show me wrong.

1. THE CENTRAL ISSUE - I suggest, to put it v. v. broadly at first,  is
this:

*are there general logical procedures that can tackle creative problems,
esp. high-level creative problems, ( like that of the engram)?.

you say : yes, in principle easy; I say:  impossible.(and actually worse -
wrong even in principle)

If there are, you should be able to show the merest outline of either:

a)  a logical procedure underlying your own creative thinking as discussed, 
OR

b)  a *normative* logical procedure for creative problems generally

I'm going to  make that challenge as reasonable and accessible as possible.
for discussion, so let's define the two key terms here further

2. GENERAL LOGICAL PROCEDURES.  I focus on a logical procedure to make
this simple.  A logical procedure should actually be capable of elaboration
into a program, which can eventually determine every step and stage of an
agent's thinking about a creative problem. But I'm not asking for a whole
program, just the merest outline or even just a central element of the
logical procedure at its heart.

To clear up possible confusions, I take logic v. v broadly to incl not just
the more formal kind, but. all the different types of program Jim B listed
(and from what  I've heard) yours,  Ben's and, Pei's.

Logic is basically a set of rules about how to combine certain objects. And
a logical problem involves  following those rules in a structured,
inevitable way to construct new forms from those objects. So if A leads to
B, and B leads to C then you can proceed logically and inevitably to 
conclude that  A leads to C.


Logic is continually being revolutionised and sophisticated,  but none of
the revolutions actually transcend logic. So those objects can now be fuzzy,
probable, uncertain, complex and even comprise whole programs. And the rules
can be evolutionary so that the objects and even the rules themselves keep
changing.

But however sophisticated it becomes, logic is still *structured, formal
thinking. In the end, at any given time, A always leads to C, (in the 
appropriate kind of

logic), even if's only with a probability of 0.4

Logic is completely opposed to illogic - *unstructured,* *free-form* 
thinking. A, above,

cannot lead to A - because well  it looks good. C cannot lead to A -
because well  I want to break the rules, and A cannot lead to AC -
because well  they look prettier that way. Those are illogical forms of
thinking. False thinking. Wrong. Logic is not anything goes, no rules
apply  thinking. (I trust you'll agree).

2B. EXAMPLE OF LOGICAL PROCEDURE. So here's an example of the sort of thing
I'm looking for, (and even just an element will do) -  my first,
very cackhanded, (so make allowances) attempt to define the central  logical
procedure in GA's:.

1.Take a set of known candidate solutions for a problem - (or,say candidate
causes for an effect-to-be-explained)

2.Combine those solutions/causes according to certain rules.

3.Test the resulting solutions/causes to see which come closest to actually
explaining the problem/effect.

4.Select the best subset, and recombine - possibly according to new rules,
which will be recombinations of the old rules.

5.Test the resulting solutions

and so on , until you arrive at a solution that actually works,
or, a cause that really starts to explain the effect 

By all means redefine my ham attempt, but hopefully we can agree that that
is in essence a general logical procedure, capable of elaboration into a
comprehensive program.

And it LOOKS at first sight, as if it might  have promise for creativity -
even if it requires
work.

(There have been a whole mix n'match family of AGI theories and
psychological
theories of creativity that resemble GA's - all
inspired by the basic idea -take existing ideas about the creative
problem and  mix'em up a bit. - an idea which many
clearly find appealing. Your idea as best I could understand it a while
ago, involved taking whole sets of alternative candidate programs, and not
just ideas)

So I ask for just an outline or even just an element of a procedure like the
above. But I also ask that you at least  begin to show me how it
applies to a particular creative problem or two.

Anyone can produce  convincing logical arguments in
abstraction -  we can prove logically that a hare can
never overtake a tortoise who has a head start in a race. But as soon as you
begin to test that logic  - and apply it to real hare/tortoise races or
similar, it's obviously nonsense..Science and technology demand that you
test 

Re: [agi] [WAS The Smushaby] The Logic of Creativity

2009-01-13 Thread Jim Bromer
I am reluctant to say this, but I am not sure if I actually understand
what Mike is getting at. He described a number of logical (in the
greater sense of being reasonable and structured) methods by which one
could achieve some procedural goal, and then he declares that logic
(in this greater sense that I believe acknowledged) was incapable of
achieving it.

Let's take a flying house.  I have to say that there was a very great
chance that I misunderstood what Mike was saying, since I believe that
he effectively said that a computer program, using logically derived
systems could not come to the point where it could creatively draw a
picture of a flying house like a child might.

If that was what he was saying then it is very strange.  Obviously,
one could program a computer to draw a flying house.  So right away,
his point must have been under stated, because that means that a
computer program using computer logic (somewhere within this greater
sense of the term) could follow a program designed to get it to draw a
flying house.

So right away, Mike's challenge can't be taken seriously.  If we can
use logical design to get the computer program to draw a flying house,
we can find more creative ways to get it to the same point.  Do you
understand what I am saying?  You aren't actually going to challenge
me to write a rather insipid program that will draw a flying house for
you are you?  You accept the statement that I could do that if I
wanted to right?  If you do accept that statement, then you should be
able to accept the fact that I could also write a more elaborate
computer program to do the same thing, only it might, for example, do
so only after the words house and flying were input. I think you
understand that I could write a slightly more elaborate computer
program to do the something like that.  Ok, now I could keep making it
more complicated and eventually I could get to the point where where
it could take parts of pictures that it was exposed to and draw them
in more creative combinations.   If it was exposed to pictures of
airplanes flying, and if it was exposed to pictures of houses, it
might,. through quasi random experimentation try drawing a picture of
the airplane flying past the house as if the house was an immense
mountain, and then it might try some clouds as landscaping for the
house and then it might try a cloud with a driveway, garbage can and a
chimney, and eventually it might even draw a picture of a house with
wings.  All I need to do that is to use some shape detecting
algorithms that have been developed for graphics programs and are used
all the time by graphic artists that can approximately determine the
shape of the house and airplane in the different pictures and then it
would just be a matter of time before it could (and would) try to draw
a flying house.

Which step do you doubt, or did I completely misunderstand you?
1. I could (I hope I don't have to) write a program that could draw a
flying house.
2. I could make it slightly more elaborate so, for example, that it
would only draw the flying house if the words 'house' and 'flying'
were input.
3. I could vary the program in many other ways.  Now suppose that I
showed you one of these programs.  After that I could make it more
complicated so that it went through a slightly more creative process
than the program you saw the previous time.
4. I could continue to make the program more and more complicated. I
could, (with a lot of graphics techniques that I know about but
haven't actually mastered) write the program so that if it was exposed
to pictures of houses and to pictures of flying, would have the
ability to eventually draw a picture of a flying house (along with a
lot of other creative efforts that you have not) even thought of.  But
the thing is, that I can do this without using advanced AGI
techniques!

So, I must retain the recognition that I may not have been able to
understand you because what you are saying is not totally reasonable
to me.
Jim Bromer


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Re: [agi] [WAS The Smushaby] The Logic of Creativity

2009-01-13 Thread Matt Mahoney
I think what Mike is saying is that I could draw what I think a flying house 
would look like, and you could look at my picture and say it was a flying 
house, even though neither of us has ever seen one. Therefore, AGI should be 
able to solve the same kind of problems, and why aren't we designing and 
testing AGI this way? But don't worry about it. Mike doesn't know how to solve 
the problem either.

-- Matt Mahoney, matmaho...@yahoo.com


--- On Tue, 1/13/09, Jim Bromer jimbro...@gmail.com wrote:

 From: Jim Bromer jimbro...@gmail.com
 Subject: Re: [agi] [WAS The Smushaby] The Logic of Creativity
 To: agi@v2.listbox.com
 Date: Tuesday, January 13, 2009, 3:02 PM
 I am reluctant to say this, but I am not sure if I actually
 understand
 what Mike is getting at. He described a number of logical
 (in the
 greater sense of being reasonable and structured) methods
 by which one
 could achieve some procedural goal, and then he declares
 that logic
 (in this greater sense that I believe acknowledged) was
 incapable of
 achieving it.
 
 Let's take a flying house.  I have to say that there
 was a very great
 chance that I misunderstood what Mike was saying, since I
 believe that
 he effectively said that a computer program, using
 logically derived
 systems could not come to the point where it could
 creatively draw a
 picture of a flying house like a child might.
 
 If that was what he was saying then it is very strange. 
 Obviously,
 one could program a computer to draw a flying house.  So
 right away,
 his point must have been under stated, because that means
 that a
 computer program using computer logic (somewhere within
 this greater
 sense of the term) could follow a program designed to get
 it to draw a
 flying house.
 
 So right away, Mike's challenge can't be taken
 seriously.  If we can
 use logical design to get the computer program to draw a
 flying house,
 we can find more creative ways to get it to the same point.
  Do you
 understand what I am saying?  You aren't actually going
 to challenge
 me to write a rather insipid program that will draw a
 flying house for
 you are you?  You accept the statement that I could do that
 if I
 wanted to right?  If you do accept that statement, then you
 should be
 able to accept the fact that I could also write a more
 elaborate
 computer program to do the same thing, only it might, for
 example, do
 so only after the words house and
 flying were input. I think you
 understand that I could write a slightly more elaborate
 computer
 program to do the something like that.  Ok, now I could
 keep making it
 more complicated and eventually I could get to the point
 where where
 it could take parts of pictures that it was exposed to and
 draw them
 in more creative combinations.   If it was exposed to
 pictures of
 airplanes flying, and if it was exposed to pictures of
 houses, it
 might,. through quasi random experimentation try drawing a
 picture of
 the airplane flying past the house as if the house was an
 immense
 mountain, and then it might try some clouds as landscaping
 for the
 house and then it might try a cloud with a driveway,
 garbage can and a
 chimney, and eventually it might even draw a picture of a
 house with
 wings.  All I need to do that is to use some shape
 detecting
 algorithms that have been developed for graphics programs
 and are used
 all the time by graphic artists that can approximately
 determine the
 shape of the house and airplane in the different pictures
 and then it
 would just be a matter of time before it could (and would)
 try to draw
 a flying house.
 
 Which step do you doubt, or did I completely misunderstand
 you?
 1. I could (I hope I don't have to) write a program
 that could draw a
 flying house.
 2. I could make it slightly more elaborate so, for example,
 that it
 would only draw the flying house if the words
 'house' and 'flying'
 were input.
 3. I could vary the program in many other ways.  Now
 suppose that I
 showed you one of these programs.  After that I could make
 it more
 complicated so that it went through a slightly more
 creative process
 than the program you saw the previous time.
 4. I could continue to make the program more and more
 complicated. I
 could, (with a lot of graphics techniques that I know about
 but
 haven't actually mastered) write the program so that if
 it was exposed
 to pictures of houses and to pictures of flying, would have
 the
 ability to eventually draw a picture of a flying house
 (along with a
 lot of other creative efforts that you have not) even
 thought of.  But
 the thing is, that I can do this without using advanced AGI
 techniques!
 
 So, I must retain the recognition that I may not have been
 able to
 understand you because what you are saying is not totally
 reasonable
 to me.
 Jim Bromer
 
 
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Re: [agi] [WAS The Smushaby] The Logic of Creativity

2009-01-13 Thread Mike Tintner

Hi Jim

Yes you have misunderstood the nature of a creative problem, but no 
criticism - I clearly need to spell this out v carefully - because I get 
that particular misunderstanding over and over from programmers. [I'll just 
answer briefly BTW because as I said, I want to do a much fuller, systematic 
argument.another time]


The  central part [though not the only part of this and every creative] 
problem for you and your computer and almost anyone is this:


you have *no domain knowledge* of, and no rules for,  flying houses.

oh yes, you know about the domain of flying creatures say like birds, or 
flying planes,  and rules that apply to them, and you know a lot about the 
domain of  houses.and rules that apply to them


But you have no domain knowledge - no semantic network - no rules about how 
to put the two together (or whether they do go together, or aren't a 
contradiction in terms] - or what the result should look like, or how it 
should function. Overall you have a v.  *incomplete domain set.*


And just to make life multiply difficult you don't have criteria of what a 
good flying house is. What IS a good flying house, Jim? And what makes one 
flying house better than another, because you're going to have to make such 
judgments, as you consider alternative possiblities - flat roof, sloped 
roof, cottage roof? Or could it be shaped like a chair? Any rules against 
flying chair houses?


And yet, you, a human being, given that problem, which you have never seen 
before, and have no experience of, will have v. little difficulty crossing 
those two previously uncrossed domains and making up and drawing a flying 
house. (Try drawing one now)  Although you will, as you go along, probably 
wonder and agonise if only for a few moments about a lot of things. Wings? 
Helicopter blades? Jets? Parachute? Balloon? And you'll agonise precisely 
because there is NO RULEBOOK about flying houses. Anywhere. Honest Jim. And 
there CAN'T be a definitive rulebook. That's life. Not logic.


Now there is no computer anywhere in the world that can do what you can do - 
which is having an incomplete domain set, and incomplete set of rules, 
proceed to construct something in an altogether new domain, and make up the 
rules as you go. That's the problem for - and whole challenge of - AGI.


-

You're kind of illustrating my central thesis of creative block - you find 
it extremely difficult to concentrate on the central creative challenge of 
AGI.


What's happening, I suggest, is this: faced with that creative challenge, 
you say:  hey if you just show me a flying house, and tell me how to draw 
one,, I can program a computer to do that Yes you can. I know you can. 
That's called narrow AI. That's your computer basically being given the 
answer to the problem before it starts and not having to find one by itself.


But that's what you guys have done all your lives - been given the answer to 
the problem, and then you just work out the details of how a computer can 
execute it.. That's narrow AI.


This is AGI - the computer has to work out the answer, and the domains, and 
the rules, all by itself, WITHOUT sufficent prior instructions, WITHOUT a 
nice, complete  rulebook - starting with at best a v. sketchy idea of what 
to do. Just like you.


(You don't even don't know fully how to program - i.e. you're still 
learning - and yet you do it).


---

Oh and just to answer Matt - if you want to keep doing narrow AI, like 
everyone else, then he's right - don't worry about it. Pretend it doesn't 
exist. Compress things :).


But if you want to do real AGI, then yes worry about it. A lot. Because it's 
fun. And a far more exciting challenge.  (Like I said, those other creative 
problems, which are unquestionably real rather than fantasy, and very 
abundant, have the same basic form).












I am reluctant to say this, but I am not sure if I actually understand
what Mike is getting at. He described a number of logical (in the
greater sense of being reasonable and structured) methods by which one
could achieve some procedural goal, and then he declares that logic
(in this greater sense that I believe acknowledged) was incapable of
achieving it.

Let's take a flying house.  I have to say that there was a very great
chance that I misunderstood what Mike was saying, since I believe that
he effectively said that a computer program, using logically derived
systems could not come to the point where it could creatively draw a
picture of a flying house like a child might.

If that was what he was saying then it is very strange.  Obviously,
one could program a computer to draw a flying house.  So right away,
his point must have been under stated, because that means that a
computer program using computer logic (somewhere within this greater
sense of the term) could follow a program designed to get it to draw a
flying house.

So right away, Mike's challenge can't be taken seriously.  If we can
use logical 

Re: [agi] [WAS The Smushaby] The Logic of Creativity

2009-01-13 Thread Ben Goertzel
The notion of drawing a flying house based on knowledge of flying
and houses is covered well in the psych literature on conceptual
blending, which many AI theorists is paid attention to.  Mechanisms
for blending are specifically incorporated in the OpenCogPrime design,
we just haven't gotten to implementing and testing them yet, because
they rely on other things that are still being worked on.

It is true that no current AI system is very good at conceptual
blending.  That doesn't mean that AGI theorists haven't thought deeply
about the topic and don't have good ideas for addressing it.  Adequate
technology for implementing AGI has only very recently become
available (or if I'm overoptimistic, may not yet quite be available),
and working out the details of complex AGI designs via a combination
of theory and experimentation just takes time and hard work.

ben g

On Tue, Jan 13, 2009 at 4:40 PM, Mike Tintner tint...@blueyonder.co.uk wrote:
 Hi Jim

 Yes you have misunderstood the nature of a creative problem, but no
 criticism - I clearly need to spell this out v carefully - because I get
 that particular misunderstanding over and over from programmers. [I'll just
 answer briefly BTW because as I said, I want to do a much fuller, systematic
 argument.another time]

 The  central part [though not the only part of this and every creative]
 problem for you and your computer and almost anyone is this:

 you have *no domain knowledge* of, and no rules for,  flying houses.

 oh yes, you know about the domain of flying creatures say like birds, or
 flying planes,  and rules that apply to them, and you know a lot about the
 domain of  houses.and rules that apply to them

 But you have no domain knowledge - no semantic network - no rules about how
 to put the two together (or whether they do go together, or aren't a
 contradiction in terms] - or what the result should look like, or how it
 should function. Overall you have a v.  *incomplete domain set.*

 And just to make life multiply difficult you don't have criteria of what a
 good flying house is. What IS a good flying house, Jim? And what makes one
 flying house better than another, because you're going to have to make such
 judgments, as you consider alternative possiblities - flat roof, sloped
 roof, cottage roof? Or could it be shaped like a chair? Any rules against
 flying chair houses?

 And yet, you, a human being, given that problem, which you have never seen
 before, and have no experience of, will have v. little difficulty crossing
 those two previously uncrossed domains and making up and drawing a flying
 house. (Try drawing one now)  Although you will, as you go along, probably
 wonder and agonise if only for a few moments about a lot of things. Wings?
 Helicopter blades? Jets? Parachute? Balloon? And you'll agonise precisely
 because there is NO RULEBOOK about flying houses. Anywhere. Honest Jim. And
 there CAN'T be a definitive rulebook. That's life. Not logic.

 Now there is no computer anywhere in the world that can do what you can do -
 which is having an incomplete domain set, and incomplete set of rules,
 proceed to construct something in an altogether new domain, and make up the
 rules as you go. That's the problem for - and whole challenge of - AGI.

 -

 You're kind of illustrating my central thesis of creative block - you find
 it extremely difficult to concentrate on the central creative challenge of
 AGI.

 What's happening, I suggest, is this: faced with that creative challenge,
 you say:  hey if you just show me a flying house, and tell me how to draw
 one,, I can program a computer to do that Yes you can. I know you can.
 That's called narrow AI. That's your computer basically being given the
 answer to the problem before it starts and not having to find one by itself.

 But that's what you guys have done all your lives - been given the answer to
 the problem, and then you just work out the details of how a computer can
 execute it.. That's narrow AI.

 This is AGI - the computer has to work out the answer, and the domains, and
 the rules, all by itself, WITHOUT sufficent prior instructions, WITHOUT a
 nice, complete  rulebook - starting with at best a v. sketchy idea of what
 to do. Just like you.

 (You don't even don't know fully how to program - i.e. you're still learning
 - and yet you do it).

 ---

 Oh and just to answer Matt - if you want to keep doing narrow AI, like
 everyone else, then he's right - don't worry about it. Pretend it doesn't
 exist. Compress things :).

 But if you want to do real AGI, then yes worry about it. A lot. Because it's
 fun. And a far more exciting challenge.  (Like I said, those other creative
 problems, which are unquestionably real rather than fantasy, and very
 abundant, have the same basic form).










 I am reluctant to say this, but I am not sure if I actually understand
 what Mike is getting at. He described a number of logical (in the
 greater sense of being reasonable 

Re: [agi] [WAS The Smushaby] The Logic of Creativity

2009-01-13 Thread Matt Mahoney
--- On Tue, 1/13/09, Mike Tintner tint...@blueyonder.co.uk wrote:

 Oh and just to answer Matt - if you want to keep doing
 narrow AI, like everyone else, then he's right -
 don't worry about it. Pretend it doesn't exist.
 Compress things :).

Now, Mike, it is actually a simple problem.

1. Collect about 10^8 random photos (about what we see in a lifetime).

2. Label all the ones of houses, and all the ones of things flying.

3. Train an image recognition system (a hierarchical neural network, probably 
3-5 layers, 10^7 neurons, 10^11 connections) to detect these two features. 
You'll need about 10^19 CPU operations, or about a month on a 1000 CPU cluster.

4. Invert the network by iteratively drawing images that activate these two 
features and work down the hierarchy. (Should be faster than step 3). When you 
are done, you will have a picture of a flying house.

Let me know if you have any trouble implementing this.

And BTW the first 2 steps are done.
http://images.google.com/images?q=flying+houseum=1ie=UTF-8sa=Xoi=image_result_groupresnum=5ct=title

-- Matt Mahoney, matmaho...@yahoo.com



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Re: [agi] [WAS The Smushaby] The Logic of Creativity

2009-01-13 Thread Mike Tintner

Jim,

One more thing. This Smushaby of Flatway. It's creative - a creative - 
arrgh I don't know the word for it - it's not a full pun, nevertheless a 
novel double, if not quadruple entendre. - the sort of thing that Matt's 
statistical NLP simply won't get at all - and a fascinating insight into how 
the mind produces creative analogies, (and true AGI).


Your first analogy/ thesis, as I understand, was that all these AGI 
approaches were actually producing rubbish/wrong answers which could be 
compared analogically with smush that had to be cleared away, and this was 
because they were following the Flat way, which can be interpreted as partly 
physically flat and/or partly musically flat/unpleasant sounding, which 
in turn are analogical/metaphorical for the limited nature of those AGI 
approaches.  Actually I suggest you may have got that a bit wrong. It should 
perhaps have been Narrow Way (although Flatway *sounds* aurally better, 
which may be why you picked that instead) .


The reason is that this first analogy obviously implies another 
counterpointed phrase/ analogy, namely The Lullaby of Broadway, which stands 
for sweet music, and that is presumably meant as an analogy for the creative 
harmonies  you get when you follow the broad way (as opposed to narrow or 
flat way) re AGI approaches -  (an open range of approaches rather than a 
restricted one).


So that was a very creative, if not quite fully achieved, quadruple 
entendre - crossing and compressing (quite differently to Matt's sense) 
several domains in a novel way - the kind that literary critics love,  can 
write whole chapters on., but are utterly alien to logic - and which, I 
suggest, was all there, give or take, in your brain, conscious or not.


And thats reveal one of the keys, (ho ho  - geddit -Lullaby) to AGI - 
namely, using concepts in an open broad way, so that they can embrace 
MULTIPLE SIMULTANEOUS MEANINGS and thus cross-associate multiple domains. 
Language's polysemy is central to AGI and domain-crossing.

.
But  it's the complete reverse of logic and rationality and what Matt is 
doing.  Logic could neither have produced such creative 
ambiguities/connections, nor understood them, nor evaluated them. In logic B 
= B, it has only one meaning, and YKY wouldn't know what to do if it didn't. 
In logic, a concept can have only one meaning. But in creative thinking and 
problemsolving,  a concept can have multiple cross-associated meanings 
simultaneously  - a B can in principle be a letter, a vitamin, an animal, a 
grade and a verb all at the same time. And that is central to being 
creative.  Don't worry about it Matt. Just B a B. 





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Re: [agi] [WAS The Smushaby] The Logic of Creativity

2009-01-13 Thread Mike Tintner


Matt,

Well little Matt, as your class teacher, in one sense this is quite clever 
of you. But you see, little Matt, when I gave you and the class that 
exercise, the idea was for you to show me what *you* could do - what you 
could produce from your own brain. I didn't mean you to copy someone else's 
flying house from a textbook. That's cheating Matt, - getting someone else 
to do the work for you -  and we don't like cheats do we? So perhaps you can 
go away and draw a flying house all by yourself - a superduper one with 
lots of fabbo new bits that no one has ever drawn before, and all kinds of 
wonderful bells and whistles, that will be ten times better than that silly 
old foto.  I know you can Matt, I have faith in you. And I know if you 
really, really try, you can understand the difference between creating your 
own drawing, and copying someone else's. Because, well frankly, Matt, every 
time I give you an exercise - ask you to write an essay, or tell me a story 
in your own words - you always, always copy from other people, even if you 
try to disguise it by copying from several people. Now that's not fair, is 
it Matt? That's not the American way. You have to get over this lack of 
confidence in yourself. 


Matt/Mike Tintner tint...@blueyonder.co.uk wrote:



Oh and just to answer Matt - if you want to keep doing
narrow AI, like everyone else, then he's right -
don't worry about it. Pretend it doesn't exist.
Compress things :).


Now, Mike, it is actually a simple problem.

1. Collect about 10^8 random photos (about what we see in a lifetime).

2. Label all the ones of houses, and all the ones of things flying.

3. Train an image recognition system (a hierarchical neural network, 
probably 3-5 layers, 10^7 neurons, 10^11 connections) to detect these two 
features. You'll need about 10^19 CPU operations, or about a month on a 
1000 CPU cluster.


4. Invert the network by iteratively drawing images that activate these 
two features and work down the hierarchy. (Should be faster than step 3). 
When you are done, you will have a picture of a flying house.


Let me know if you have any trouble implementing this.

And BTW the first 2 steps are done.
http://images.google.com/images?q=flying+houseum=1ie=UTF-8sa=Xoi=image_result_groupresnum=5ct=title

-- Matt Mahoney, matmaho...@yahoo.com



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Re: [agi] [WAS The Smushaby] The Logic of Creativity

2009-01-13 Thread Matt Mahoney
Mike, it's not cheating. It's called research :-)

-- Matt Mahoney, matmaho...@yahoo.com


--- On Tue, 1/13/09, Mike Tintner tint...@blueyonder.co.uk wrote:

 From: Mike Tintner tint...@blueyonder.co.uk
 Subject: Re: [agi] [WAS The Smushaby] The Logic of Creativity
 To: agi@v2.listbox.com
 Date: Tuesday, January 13, 2009, 7:38 PM
 Matt,
 
 Well little Matt, as your class teacher, in one sense
 this is quite clever of you. But you see, little Matt, when
 I gave you and the class that exercise, the idea was for you
 to show me what *you* could do - what you could produce from
 your own brain. I didn't mean you to copy someone
 else's flying house from a textbook. That's cheating
 Matt, - getting someone else to do the work for you -  and
 we don't like cheats do we? So perhaps you can go away
 and draw a flying house all by yourself - a superduper one
 with lots of fabbo new bits that no one has ever drawn
 before, and all kinds of wonderful bells and whistles, that
 will be ten times better than that silly old foto.  I know
 you can Matt, I have faith in you. And I know if you really,
 really try, you can understand the difference between
 creating your own drawing, and copying someone else's.
 Because, well frankly, Matt, every time I give you an
 exercise - ask you to write an essay, or tell me a story in
 your own words - you always, always copy from other people,
 even if you try to disguise it by copying from several
 people. Now that's not fair, is it Matt? That's not
 the American way. You have to get over this lack of
 confidence in yourself. 
 
 Matt/Mike Tintner tint...@blueyonder.co.uk wrote:
  
  Oh and just to answer Matt - if you want to keep
 doing
  narrow AI, like everyone else, then he's right
 -
  don't worry about it. Pretend it doesn't
 exist.
  Compress things :).
  
  Now, Mike, it is actually a simple problem.
  
  1. Collect about 10^8 random photos (about what we see
 in a lifetime).
  
  2. Label all the ones of houses, and all the ones of
 things flying.
  
  3. Train an image recognition system (a hierarchical
 neural network, probably 3-5 layers, 10^7 neurons, 10^11
 connections) to detect these two features. You'll need
 about 10^19 CPU operations, or about a month on a 1000 CPU
 cluster.
  
  4. Invert the network by iteratively drawing images
 that activate these two features and work down the
 hierarchy. (Should be faster than step 3). When you are
 done, you will have a picture of a flying house.
  
  Let me know if you have any trouble implementing this.
  
  And BTW the first 2 steps are done.
 
 http://images.google.com/images?q=flying+houseum=1ie=UTF-8sa=Xoi=image_result_groupresnum=5ct=title
  
  -- Matt Mahoney, matmaho...@yahoo.com
  
  
  
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