RE: using game programming to develop animal-equivalent agi

From: dave last (smileydave@hotmail.com)
Date: Fri Mar 17 2006 - 10:54:47 MST


In a few hours, a competent programmer could write a computer program that
plays perfect chess. Each move would take a few millenia though.

It's the same problem with the amoeba theory.

>From: pdugan <pdugan@vt.edu>
>Reply-To: sl4@sl4.org
>To: Phillip Huggan <cdnprodigy@yahoo.com>, sl4 <sl4@sl4.org>
>CC: pdugan@vt.edu
>Subject: RE: using game programming to develop animal-equivalent agi
>Date: Thu, 16 Mar 2006 17:30:46 -0500
>
>There aren't any such game systems, YET. However, different threads may
>converge to provide a gaming platform that would be useful for AGI
>development
>in the next several years. Currently there are few indie projects which are
>pursueing socially intelligent agents from a few different angles, but we
>won't see anything resembling goal-seeking in game agents for at least two
>years, but more likely three or four.
>
>If you're interested in the emergence of such a platform, projects you
>should
>follow, in addition to Spore, are the Storytron project, which has
>simplistic
>AI agents networked by verbs in a logographic "toy" langauge, and another
>indie game called "Her Majesty's Hackers", which is being done by one very
>intelligent guy (with a shock level of about SL3, though not a member of
>this
>list). HMH is particularly interesting because its agents are supposed to
>represent genuis researchers and be intentive in this regard, and are
>equipped
>with inference modules based on a simplified bayesian model.
>
>However, Ben makes a good point that applications intended to be sold to an
>entertainment market aren't where you're likely to find AGI potential, even
>with a few tweaks. AGIsim is much better for simple geometric pattern
>recognition and other needed building blocks for a symbolic reasoning
>system.
>
>But, by the end of the decade, a convergence of AGI and interactive
>software
>will be much easier to imagine and implement, and humble threads of
>development are already pushing in that direction, albiet from narrow AI
>implementations.
>
>Patrick
>
> >===== Original Message From Phillip Huggan <cdnprodigy@yahoo.com> =====
> >What interests me about AGI is that it can become a recursive physics
>learner; potentially spitting out engineering blueprints that can solve
>many
>of our problems. Are there any baby-AGI projects, AI projects or game
>environments that have the potential to model a recursive Philosophy
>learner?
>I'm not refering to game-theoric economics AIs that allocate scarce
>resources
>to maximize portfolios gains, or anything like that. I guess the key is to
>for the AI to understand the "neurology" of a game-agent's goal systems.
>And
>for the AGI to implement solutions that appeal to rearranging the game
>environment or modifying agent sensory stimulus, rather than tinkering with
>the "hypothalamus" of the agent's goal systems. I'm not ready to invest
>the
>time in creating such an environment, but if there is already a game out
>there
>that can be tweaked a little, I'll contribute.
> >
>
>



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