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|    comp.ai    |    Awaiting the gospel from Sarah Connor    |    1,954 messages    |
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|    Message 347 of 1,954    |
|    Jochen Fromm to All    |
|    Re: The Power of the Google Cluster (1/2    |
|    20 Jun 04 03:55:49    |
      From: Jochen.Fromm@t-online.de              >       > There have already been grand space-like projects,       > such as the 5th generation computers in Japan:       > quite a failure. We don't know the fundamentals,       > you cannot "decompose" intelligence       >              If everything is connected with everything, it is       likely you will have difficulties to understand or       handle the structure. Therefore you will probably       need to find a decomposition or modular structure       for the construction of intelligent agents.              We know the fundamentals, and we know how the       mind works. The mind is simply what the brain does       (Marvin Minsky's "Society of mind", chapter 28.5),       and even in higher life-forms, the brain is to a       large amount controlled by emotions [1]. The brain       is based on large-scale associative neural networks,       which are modulated and reinforced through emotional       systems (esp. the limbic system). It's purpose       is to handle sensory information in order to control       the motion of the body in the environment. It's       advantage is flexibility, intelligence and creativity       - the ability to learn or understand, to deal with       new or challenging situations, and to be creative.              I don't agree with you if you say we don't need       grand space-like projects. Yes, some researchers say       "there is no need to attempt an "Manhattan Project"       approach with a monolithic project that attempts       to create human-level intelligence all at once" [2].       But I think the size of the project should be related       to the size of the problem. We need such an Apollo       or Manhattan AI project to melt the scientists       and different experts together. Such a project       will also create completely new experts and job       niches.              The "getting-into-virtual-world-challenge"       is not new. AI researchers have worked on it for       years. But although they all have the same goal,       every AI researcher is creating his own limited       virtual world, instead of working on the same project       together. Because the resources of a single research       group are limited, they usually start with a simple 3D       world made of boxes. The agents in these worlds typically       reach the intelligence of boxes, too. The complexity       of adaptive and evolutionary Multi-Agent Systems (MAS)       mirrors the complexity of the environment.              Complex Multi-User Games can be the platform for the       next-generation AI. A really large project based       on 3D multi-player computer games (similar to       EverQuest, Dark Age of Camelot, etc.) and       Collaborative Virtual Environments (CVEs) can be       the crucial step. According to Tony Manninen [3],       CVEs provide a computer-generated 2-D or 3-D space       within which multiple users can move and interact.       Multi-player games are inherently complex and       social systems, and therefore suitable for the       development and evolution of intelligent autonomous       agents.              Leading researchers in AI research focused on computer       games like John E. Laird are convinced [2] that       human-level AI can successfully pursued in interactive       computer games. They argue that [2] "interactive       computer games have increasingly complex and realistic       worlds and increasingly complex and intelligent       computer-controlled characters".              A 3D graphics engines produces complex 3D patterns.       It maps an abstract state of the world model into       a complex 3D graphic scence. The process of understanding       involves the inverse mapping of a complex three or       multi-dimensional scence to an abstract state of the       world model. Such a mapping could be created by an       "inverse" graphics engine for pattern recognition.       Pattern recognition is not a new challenge. It is       possible to understand normal images and pictures       through simple back-propagation with neural nets. In       a similar way, it should be possible to understand       moving images and more complex scences. The task is       not fundamentally different, only larger.              One open question is if the two engines - the graphics       engine and the inverse engine - should be completely       independent of each other or not. Prediction and       expectation in the particular context of the current       situation are essential in reducing the complexity of       the task. To facilitate the task of pattern recognition,       each agent could use it's own pattern producing engine       as well. It is possible to use common intermediate       representation layers in both engines, but of course       then they are not independent from each other. What is       more suitable and useful, two completely independent       engines, or two layered engines which share common       layers ?              I agree with all who say we need an advance in theory,       not only faster and bigger computers or clusters, and not       a theory based on the terminology of logic. Logic was good       as the base for serial, binary and digital computers.       What is needed is instead a new kind of theory based on       DAI, Agents and Multi-Agent Systems. And we need a new       kind of experiments. You can make a breakthrough in AI       related theory if it is guided and supported by solid       experiments, experiments in complex virtual worlds.       Experiments will show which approach is suitable and       which does not make sense.              Once humans made the first steps into space fourty years       ago in the 1960's, they knew it was finally possible to       tackle the "getting-into-space-challenge", to bring a       man to the moon and savely back. Concrete experiments in       form of several mission with clear mission objectives       paved the way to the larger mission, the larger mission       of building a huge spacecraft capable of reaching the       moon. The task of building a super-booster, the       SATURN V Moon rocket, was of course too big for a       single person or isolated group.              We made the first steps into virtual worlds, the       current computer games - Far Cry, Unreal, Quake etc. -       offer highly sophisticated computer graphics. Thus       we know it is now finally possible to tackle the       "getting-into-virtual-world-challenge". Of course the       task of constructing really intelligent and completely       autonomous agents is a big task, too, which can only       be solved together, through concrete common experiments       in form of implementing several prototypes with clearly       defined and increasingly complex goals. If everybody       tries to build his own private rocket or attempts to       reinvent the wheel, the AI community will possess       many small rockets and AI-wheels, but it will not       succeed.              [1]       The Emotion Machine, Draft       Marvin Minsky       http://web.media.mit.edu/~minsky/              [2]       Human-Level AI's Killer Application - Interactive Computer Games       John E. Laird and Michael van Lent       http://ai.eecs.umich.edu/people/laird/papers/AAAI-00.pdf              [3]       Rich interaction model for game and virtual environment design       Tony Manninen, University of Oulu, Finland, 2002       http://herkules.oulu.fi/isbn9514272544/                     [continued in next message]              --- SoupGate-Win32 v1.05        * Origin: you cannot sedate... all the things you hate (1:229/2)    |
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