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Anthrobotics™
Details About The Anthrobotics Technology
Table of Contents
Background
About The Anthrobotics Approach
Summaries of Portions of the Technology
Creating "Awareness" In An Autonomous Decision System
• Prediction • Relevancy • What-If Trial Actions • Look-For System • Efficient Computation
Natural Language
• Translation • Determining Meaning • Thought Elements
Primitives" In Data Structures
• Prediction Factors • Recognition • Simulation/Prediction
Relevancy Nodes
Same Parallel System For Prediction As For Relevancy
"Feelings" Generation
"Metabolism" Feelings
Face-Driving System
Story-Telling System
Language Production
"Meta"-Interface System
Sociality
Learning
• Cognitive Learning • Relevancy Learning • Motor Learning • Learning From Language
Background
Building intelligent entities, especially autonomous entities and languaging entities, is obviously a difficult thing to do. Many brilliant and well-funded teams have worked at this problem for a long time. And such teams have developed many tools which will be useful in the eventual building of such an intelligent entity. Some few examples of such tools are parsers, expert systems, neural nets, vision systems, fuzzy logic, robotics and control systems, and face recognition systems.
There has been a need for a new overall approach to using some of these hard-won tools in a unified way in the building of an intelligent entity, especially more-general-purpose such entities. The thrust of the Anthrobotics technology is to provide this kind of new overall approach. Anthrobotics provides new viewpoints and tools in problem areas such as representation, categorization, relevancy, feelings, awareness, learning, and natural languaging.
About The Anthrobotics Approach
The Anthrobotics approach and proprietary technology has many new and interesting ideas. One of the many core ideas is to provide representations (e.g., for "objects" and for "situations") along a concrete-abstract scale in such manner and of such type that a straightforward inclusion computation may provide answers as to whether any particular "concrete" is or is not included in any particular "abstract". This permits an entity, for example, after sensing/determining external information about the more-concrete circumstances it is in, to compute whether and how its such circumstances have relevance to it as measured by their inclusion within one or more of the more-abstract situations which do have relevancy to the entity (e.g., nodes on a plan).
Another core idea is to provide basic categorizations within the representation system which have (at least at higher levels) essentially a one-to-one vocabulary tie-in with natural languages.
A third core idea is that whatever system of categorization and/or representation an intelligent entity uses, it must be useful at least in a predicting of the immediate "concrete" consequences of the immediate "concrete" circumstances as known by such entity.
Favorable feasibility testing of Anthrobotics solutions on a demonstration software platform has been done in the above core areas and many others.
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Summaries of Portions of the Technology
Creating "Awareness" In An Autonomous Decision System
Whether an "aware" ADS is operating in a "real-world" setting or in a computer or virtual world, it must have sensors (or sensor-like abilities) with which to apprise itself at least of nearby potential events. And it must be normally able to make a mapping representation (also called "structured situation") of its specific circumstances/environment.
Prediction
Further, an autonomous decision system (ADS), even if presented with an adequate mapping representation of its specific circumstances/environment, its "structured situation", should also understand the implications of its circumstances; it should be trying to, or able to, predict at least the immediate futures, the consequences, of its present situation.
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Relevancy
And before it may be said to be "aware", the ADS should also know, or be trying to know, its organism-environment ("O/E") "relevancies" within its present situation and within its predicted future situations. Thus, the ADS should have a relevancy system, preferably its hierarchically-organized representations of its problems and plans, and its plans including its subgoals and goals. And its present and predicted circumstances (within its O/E transactional "field") should be constantly compared to its relevancy system for the ADS to understand the relevancies in its present circumstances. It would seem that, if anything may be called "awareness" in an autonomous decision system, it would be the CONTINUOUS and SIMULTANEOUS operation of prediction and relevancy functions, of implication and meaning functions, providing, in its transacting with its environment, an often-chaotic interactive prediction/relevancy "field" for making choices.
What-If Trial Actions
Furthermore, the ADS should have a what-if system within which it can internally "try out" its proposed decisions, its trial actions, to predict the relevancies, the alternative consequences, of its proposed decisions and choose which decision to take in its real world.
Look-For System
And the ADS should have a "look-for" system whereby information about what things to best then look for with its senses may be transmitted to sensorimotor areas from its prediction/relevancy field. Continuous assessment of relevancies, of threats and opportunities, of positions and status of plans, etc., permits informing the perception system of "what things to look for". Since, by their nature, most relevancy systems are made up of abstract situations defined in part be abstract objects, the abstract-object representations of the active part of the current plan, for example, may be saved; and then a dictionary look-up with some easy computation tells what percepts to "scan for". For example only, the ADS may contain a table of all of its known concrete-object representations, which are defined as sets of the Anthrobotics primitives (elsewhere herein further described). Searching may then provide a list of all of these concrete-object representations which contain the primitive(s) of the abstract objects being looked for. From such list may be taken all instances of perceivable primitives (or recognizable characteristics) compiled by number of occurrences; and then a minimum of one (more if desired) highest-frequency such characteristic become(s) the percept(s) "scanned for".
Efficient Computation
Furthermore, the system of internal representation of the ADS should permit efficient computation in all of the above areas. Such efficient computation requires that the categorization/representation system selected permit easy computation of "whether a concrete situation/object is included in an abstract situation/object".
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Natural Language
Further, it would seem that a useful way to look broadly at natural language is to see it functioning as "substitute experience" in its ability to present a mapping representation, a structured situation, in interaction with a human or ADS. From this viewpoint, "understanding the meaning" of natural language is metaphored by having an ACTUAL experience and assessing the meaning of this actual experience from what happens in the human's body/brain systems (or ADS systems) responsive to this experience, i.e., what happens with prediction/relevancy "awareness", with emotion, with associations and memories, with metabolism, etc. Thus, for our described ADS, natural language meanings/understandings depend upon language evoking responses/occurrences in (e.g., "mammalian-type") non-linguistic substrate systems of an autonomous decision system. Thus, in a digital system, the data-structure types and the data within each type are what must be primarily communicated from one ADS to another in order to do such evocation and have "understanding". Ideally, two digital ADS's may transfer such information instantly in parallel; but humans do not have that ability and must make such transfers serially (and slowly).
Of course, in modern human communication, these data are often mixed and overlaid with approval-disapproval language, logic language, etc., all of which must be dealt with for full communication abilities. Still, for our ADS, natural language may be roughly seen and processed as (1) a series of serial clues, e.g., language "snippets", to inform as to what data-type is coming in what location in the statement/sentence, and (2) natural-language words/phrases corresponding to data of the type "expected" from such clue. And since the language receiver (among humans) has about the same kinds of data-types and data as the sender, such communication often works. ADS's, by using our data-types and our clues/snippets and a human natural-language to correspond to specific data and for forming such clues (and synonym lists for both the snippets and the data), may communicate in natural language with humans.
Translation
In fact, translation may be seen as the use of a first natural language for giving data to an ADS and the use by the ADS of a second natural language in reporting its internal data to a human native speaker in the second natural language.
Determining Meaning
The best way to determine natural language "meaning" is to provide an appropriate autonomous decision system and an interface system which transforms and uses elements of (a first) natural language to produce modifications and stimulation in the non-linguistic elements and systems of the substrate ADS. Then, when desired, the ADS can produce (if desired, a second) natural language showing the "meaning" which has been "transmitted" by the natural language input to such interface system. Natural language "syntax" problems arise when there can be no direct simultaneous transmission of all data-type/data available from one ADS to another.
Thought Elements
So non-linguistic elements of the ADS (the data in the data-types mentioned), non-linguistic representations, preferably bear certain relationships to natural language, relationships of the type permitting, e.g., learning by analogy, metaphor, example, etc. And so such non-linguistic representations (which are hereinafter sometimes called "thought elements") should preferably bear precise similarity relationships among them, as for use by learning programs and natural-language use.
Thus, the selection of thought elements should ideally provide: efficient "awareness" (as set out briefly above and hereinafter) computation both in prediction and in relevancy areas; efficient "fit" with human knowledge and learning in areas like "similarity" and "metaphor"; efficient use cross-culturally and in translation and other compatibilities with human thought and languaging; efficient data storage of minimum elements; efficient "computability" among data elements; and efficient hardware and software "parallelism", etc. The most important of these thought elements are below discussed.
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"Primitives" In Data Structures
It is preferred to start with representing a set of categorization "primitives" with which to begin the task of categorizing the infinite variety of the world and usefully construct a finite representation of it, hopefully resulting in a relatively small set of such primitives and in a method of categorization comparable to that of humans and at the least comfortable to and understandable by humans. What is desired to start with is a way to categorize "things" or "objects" (in that this is the chief way that humans begin to break down the world).
Prediction Factors
For our ADS, one primitive to be selected should be a "prediction factor" (PF) in that its form of expression should be such as to be efficiently computable, e.g., by simulation methods, in predicting the consequences of the object (having the PF) within a mappable representation of objects, a structured situation (Sx). As a preferred digital data structure, an Sx may be seen as a set of event rows (Ex), each event row including at least: (1) a "concrete" object representation (Px), (2) a location representation (Lx), (3) a movement or vector representation (Vx), and (4) at least one "doing" or bodily-movement representation (Bx or BFM). [For information about how to arrange further descriptions in this or similar areas, please contact Marty Stoneman (marty@indirect.com)]
Recognition
Also, importantly, "recognition" of a "thing" or "object" by an ADS having a sensory system depends (again, briefly and roughly) on (1) a 1st categorizing (by Recognition Factors, RF's, each such factor specifying a selected range within the output of each piece of sensory equipment focused on the "thing" or "object", for example) of a "concrete" object or "thing" based on the sensory information coming from a small space (the location of the "thing"), representable as part of a geometrical situation, a structured situation, during a small time period; (2) a 2nd categorizing [by Prediction Factors, PF's] of a "concrete" object or "thing" based on the tendency(s) of the object/"thing" to behave, through time, in certain specific ways in certain kinds of specified relational situations, depending upon the 2nd categories (types) of other "local" things in said geometrical situation [which other local "things" act/react to the 2nd-categorizing type of said "thing"]; and (3) given a set of said 1st categorizings of a "thing", the assignment, on the basis of said set of said 1st categorizings (using, for example, a look-up table), of a set of said 2nd categorizings (by PF's) of said "thing". Until PF's ("hierarchied" or ordered in a useful order) have been assigned to each event representation of a presented structured self-situation, there has not been complete "recognition". The set of RF's and the set of PF's so assigned to a thing will sometimes be hereinafter called its "concrete" object representation.
Thus, for a thing/object to be called "recognized", one must be able: to incrementally predict about the thing in the relevant geometrical situation which includes said thing, in the framework of the total set of 2nd categorizings of things; and to determine the "meaning(s)" involving the thing (as it is, within its specified local geometrical situation), in the framework of the total set of 2nd categorizings of things. The act of "recognition" may be defined, according to the present invention, as the act of assigning a "sufficient" representation to the object/thing. A "sufficient" representation (which makes an object "concrete") is one which has sufficient information to enable a participation by the object representation in a simulation (as herein exampled) with its current environment or mapping representation for predicting the immediate consequences of the object-and-situation.
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Simulation/Prediction
A simulation system of our type may be used not only within an autonomous decision system, but also as the "engine" to "run" a reality simulation or a "virtual" reality or as an engine for a game, etc.
Relevancy Nodes
For an ADS to be "aware", it must do more than run predictions; and one of the other things it must do is to compare such predictions (and its recognized situations that are the start of the predictions, of course) with a relevancy system to begin to determine its threats and opportunities. For our ADS, a relevancy system includes a hierarchied set of problems and hierarchied sets of plan-strings associated with each problem. Each problem "node" and each "node" of each plan include a representation of an inclusional situation, an Si (also sometimes called herein a "self-relation" or a "relational situation"), in the same form as the inclusional situation of a PF (i.e., in the form of a boolean set of SE's, as more specifically described below). Each such "node" identifies at least one "abstract" situation or Si whose specific relevancy depends upon the position of its node in the hierarchically-organized set (and upon other factors associated with a node, as hereinafter described).
Same Parallel System For Prediction As For Relevancy
And the described form of the representation permits the same parallel processing system to participate in the "fast-forward-simulation" of the current representation to compute its immediate consequences (using "default" ADS self-actions or self-inactions). I.e., the process of simulation/prediction may use the same parallel processing system that is used to determine a current representation's relevancy-inclusion in the relevancy-planning set of nodes. In each case, the main computation is to determine any inclusion of a structured situation in a relational situation, i.e., whether an Sx is included in an SE (and, eventually, in an Si, which may be composed of a boolean set of SE's).
In doing parallel processing, if each parallel processing module represents a specific genetic or learned "sub-evaluation" (SE), object representation to be tested for inclusion in the SE) may be tested in parallel in each such processing module and any inclusion(s) or "hit(s)" stored. Then each specific space-time geometry between/among specific objects from the viewpoint of each object [so that all relations r are included] may be tested in parallel in each such processing module. Thus each processing module could have the parallel, simultaneous ability to test a given SE from each of many viewpoints [the number of viewpoints will usually, at least for most perceptual systems, be a low number, probably 5 to no more than 20].
Each processing module which "satisfies" both requirements, i.e., the general relation has "hit" between "hit" objects/ Px's, sends a signal to each appropriate "summary" processing module (one for each Px viewpoint), which keeps updated on all combinations of SE's which are "interesting" Si's; and each processing module reports on Si "hits" from its viewpoint to its decision processing module (which could be the same processing module as its summary processing module). Each decision processing module, which keeps updated on all decisions for any Si's (including any "hierarchical" rules), selects a decision for its viewpoint Px in this situation. One (or more) decision processing module(s) is a problem/plan processing module for keeping track of decision-making and what-iffing, etc. When a new Sx is recognized, or prediction decisions/actions of all Px's of the Ex's are reflected in a new SxT, the described process is started again, appropriately.
To make all such SE processing modules "the same", they would have to include general relation-testing submodules as well as general set-inclusion submodules (as well as a "viewpoint" and "hit" memory). And they would then be temporarily or permanently adapted to test for a specific SE (e.g., "firmware"). The capability for some on-the-spot modifications would be helpful for implementing learning, etc. As mentioned elsewhere, "fuzzy logic" or "neural nets" or other methods could be involved in the work of the summary decision-choice steps, if desired, after the "hit" SE's have been determined.
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"Feelings" Generation
Our ADS may include a feelings system for generating and using representations of various simulated feelings or "emotions". A set of registers is provided for the below purposes, and the "amount" of a particular feeling will be roughly proportional to the number in such register. For most of the feelings registers of the ADS, the incremental additions (in numbers) to such registers will be in terms called "arousal" and the incremental subtractions will be called "relief".
Although the source of the various arousal incremental additions is varied, the source of the relief incremental subtractions is a quantity proportional to the "muscle action" or movement of the ADS (with a relatively fixed "basal-metabolism" quantity). For example, if the emotion means of the ADS provides, for use by the autonomous decision system, incremental representations of "fear" in amounts essentially hierarchically ordered according to inclusions of the mapping representation Sx in the hierarchical set of n problem representations, there may be, say, an increment of 100 (on a scale of 0-255) of arousal generated as an incremental amount of "fear" and going to the fear register (until replaced by the next fear increment); and this increment is added to a "total arousal" (or "excitement") register (which register also receives arousal increments from other sources, as will be described). If, at the beginning of an increment time, the total arousal register is at 200 (on a scale of 0-255), and if for that increment fear of 100 and other arousals of 80 are added to the total arousal register, and if for that increment, a relief decrement of 200 is subtracted from the total arousal register, then, for the next increment, the total arousal register starts out with a reading of 180.
Further, for example, the ADS may include emotion means for providing, for use by the ADS, incremental representations of "hopelessness" depending essentially upon whether, in the operation of the planning means, in the plan-set for the highest hierarchical problem representation in which the mapping representation (Sx) is included, such mapping representation is included in none of the subgoal representations associated with said plan-set; and a hopelessness register (similar to the fear register) is provided for incremental storage.
Further, for example, the ADS may include emotion means for providing, for use by the ADS, incremental representations of "disappointment" depending essentially upon whether, in the operation of the predictive planning means, when it is predicted that a "future" such mapping representation will be included in a next subgoal representation, such "future" mapping representation is in fact not included in a next subgoal representation; and a disappointment register (similar to the fear register) is provided for incremental storage.
Further, for example, the ADS may include emotion means for providing, for use by the ADS, incremental representations of "surprise" depending essentially upon whether, in the operation of the predictive planning means, when it is predicted that a "future" such mapping representation will not be included in a next subgoal representation but rather one subsequent thereto (i.e., closer to the "goal" of eliminating the current problem), such "future" mapping representation is in fact included in a next or subsequent subgoal representation; and a surprise register (similar to the fear register) is provided for incremental storage. However, the contents of this register will be deducted rather than added to the total arousal register so as to increase pleasure (reduce pain) as described shortly hereinafter.
During any one increment of time, the number in the total arousal register will be an additive function of the incremental arousals of all such specific arousal registers like those described. And, in this case, the total arousal register will be an indicator of the general feelings of excitement/calmness of the ADS depending upon the highness/lowness of the register contents. Also, other arousal registers may be used for other purposes, for example, an unpredictabiity arousal increment when either (1) an object can not be "recognized" or (2) a predicted situation does not in reality occur (as in surprise and disappointment scenarios, etc.). This unpredictability register reading is useful in signaling when cognitive learning should be initiated, as mentioned below.
The rate of change of the number in the total arousal register from time increment to time increment may be used as a rough indicator of pain/pleasure of the ADS depending upon the highness/lowness of a rate-of-change-of-total-arousal register. That is, the faster total arousal is going up, the more pain; and the faster total arousal is going down, the more pleasure.
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"Metabolism" Feelings
Computations from simulated (or real, from robot sensors) metabolism, may be made from appropriate incremental additions to appropriate registers representing such things as amount of hurt or hunger or tired of the ADS; and from appropriate incremental subtractions from such registers respectively of healing-done or food-eaten or rest-had.
Face-Driving System
Also, once the amounts of various feeling-representations are determinable, these may be used to "drive" a human-face-representation, e.g., by using drawing formulas for the various lines of the face (e.g., eyes, eyebrows, eyelids, mouth, forehead creases, nose, cheek creases, etc.) and providing formulas linking the amounts in the various feelings registers to the various face-draw formulas. In this manner, the "true" emotions/feelings of the ADS may be observed by others, similarly to human interaction.
Story-Telling System
Further, the ADS may be given a system for telling "true" and "interesting" stories about the experiences of the ADS within its virtual or real worlds. Human-type storytelling (and "episodic memory") may be efficiently simulated by saving data according to the following techniques: (1) at an appropriate "high" (selected) level of pain, to start the story, save the time and place and the "concretized" current problem situation/node (i.e., for the structured situation which is included in the relational situation of such problem node, save the included concrete objects of the structured situation along with the node information); (2) save as the next story element the current strategy and the first plan node found to be included, along with the concretized relevant data and the action being tried to overcome the problem (and any "high" feelings at this time and at any further node report); (3) then save such information about the next plan node reached and any further action to be tried and any what-iffing predictions; (4) then continue to so save about any next plan node reached and any further action to be tried and any what-iffing predictions; and (5) end the story about reaching a goal when there is a "high" (selected) level of pleasure. The story should preferably report (following the "rules" of the selected natural language) in the concrete terms of the structured situations, not in the abstract terms of the relational situations.
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Language Production
For this story-telling use of the ADS, or to have the ADS answer questions, or for other language production uses, the language production program or module must of course have access to the pertinent thought elements (data) representing the material to be reported. Then, for, and depending upon, the specific natural language in which the report is to be made, the ADS must have access to (1) the normal order of reporting, both within sentences and among sentences; (2) the "snippets" or phrase structures which signal to a listener that the included word(s) represents a certain kind of data; (3) usual connectives; and (4) the word(s) which represent the data to be reported. For variety, the ADS should have access to synonymous or alternate acceptable ways to use such orders, snippets, data-word(s), etc.
It is noted that other technologies, e.g., parsing or logic or speech production or prosody or speech recognition, may be combined with the instant invention where desired.
"Meta"-Interface System
For ease of use in designing objects for "worlds" for simulation computation according to this invention, or for fast entry of appropriate "defaults" in using incoming language to evoke the ADS, it will be most efficient to be able to assign numerous PF's to an object (and to "lock out" from assignment other PF's). For this purpose, according to this invention, a "meta"-interface system may be used in which the user selection screens have natural-language categories of behavior, etc., which may be selected for each object; and such selection at the top user level enforces the desired specific PF assignments/lock-outs to be made. Such meta-PF "buttons" may be "cascaded" in multiple levels to efficiently permit selection of even many dozens of PF's with one top-level selection.
Sociality
The ways in which the ADS' feelings and social interaction are systematized may provide "empathic" maximum "user-friendliness" between humans and the ADS's of the present invention. Briefly, to begin to achieve such sociality, the ADS should be given, as a problem very high in its hierarchy, the "goal" of avoiding situations where it is not "copying" (like imitation, empathy, agreement, etc.) with the humans in its immediate company. The learning which will occur in this problem area will be of the "cultural" type so that the ADS will "fit in" to the "culture" or "civilization" in which it exists and will be under pain to learn the rules of such culture.
Friendship and Love
Also, the ADS should constantly compare its behaviors under specified circumstances with those of each human (or other humanoid ADS) around it and fix for each such "other" a number (say, from 0 to 100) for the relative number of behaviors in common with it; the ADS will thus determine which others are the most the "same kind" as the ADS and in what hierarchical amounts and order (called herein the "K-Number" or "K#" assigned to each such "other" by such comparison program). Then the K# will be used so that, in the ADS interrelating with a specific other, the amount of fear associated with such aforementioned "not-copying" problem will vary roughly according to such K#. Thus, to the ADS, a K# of, say, 50 might represent a strong "love" relationship, and a K# of, say, 25 might represent a friendship; while a K# of, say, 8 might represent an alien or stranger.
Learning
Learning by an ADS may be seen as the addition of new thought-element data or the modification of existing thought-element data. For learning, there must be: (1) an internal signal that the current situations (the "now" as herein defined) require learning; (2) the saving or ability to save the "now" data for use in learning; (3) the kinds of defined-similarity provided by the thought elements of this invention, so that learning can proceed in an orderly manner beginning with small changes in previous most-similar data; (4) ways to indicate that learning of an appropriate nature has occurred; and (5) a learning procedure or program appropriate to the kind of learning being attempted.
An ADS should "save" and store temporarily, for possible use in learning, a selected number of Sx's (structured situations), say about the previous (from current) eight seconds worth. Thus, for example, if about three Sx's are perceived each second, there will be (for a selected saving-period of eight seconds) 24 Sx's always temporarily so saved.
And the fast-forward simulation program used by the instant predictive planning system may be used to compute and so temporarily save, say, about the next eight seconds predicted to occur. Thus, for example, if about 10 Sx's are predicted-computed each second, there will be (for a selected saving-period of eight seconds) 80 consecutive "future" structured situations always so saved. When the "16-second window" comprising the "now" may be herein mentioned, it refers to this continuous temporary saving of "now" data for storing and use whenever a mentioned learning signal occurs.
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Cognitive Learning
Cognitive learning in an ADS has to do with (1) maintaining appropriate assignment of PF's (and RF's) to thing-types or Px's for use in "recognition", and (2) modifying existing PF's or adding to the store of PF's. The signal that cognitive learning should be done (using the current or "now" data to be saved upon such signal) will be either (1) inability to perform "recognition" of something during a construction of an Sx, which signal may be used to add to the feelings system as an "unpredictability arousal" contributing by addition to total arousal and thus pain/pleasure, or (2) inadequate prediction (see the flowchart of Fig. 10) by the system predicting/simulating the "future", discovered by regularly comparing predicted Sx's (for a selected time-frame) with actual perceived Sx's in that time-frame, which signal may also be used to add (to the feelings system) unpredictability arousal. It is noted that, in the predictive planning system, failure to real-time achieve a predicted plan-node status is a similar signal as for unpredictability arousal and also may form the basis of a separate "disappointment arousal". Similarly in the case of surprise.
The cognitive learning procedure for an ADS constitutes experiment, either by external "playing"/experimenting in the real world or by internal experiment in which possible new PF data is "tried" in the prediction system to measure whether (and how much) the data substitution helps to make the predicted outcome equal the saved actual outcome. And the order of such data changes to be attempted will be from most similar to gradually less similar data, reminding that in the PF structures of the present invention, the degree of similarity is defined (by the relative "distance" from "sameness").
Relevancy Learning
Relevancy learning in an ADS has to do with (1) addition of problem nodes or (2) addition of plan nodes. The signal that relevancy learning should be done (using the current or "now" data to be saved upon such signal), will be either (1) an unexpected (unpredicted) pain or fear in an amount exceeding a preselected threshold, signalling an unexpected problem situation (and thus requiring a new problem node), or (2) an unexpected (unpredicted) pleasure or fear-lowering in an amount exceeding a preselected threshold, signalling an unexpected problem alleviation (and thus requiring a new plan node). The relevancy learning procedure for an ADS constitutes using the saved "now" experience [in the form of a short series of concrete situations or Sx's just preceding an unexpected pain or pleasure (or fear or fear-lowering)] and data-similarity considerations to write an appropriate new node, to be tested by its adequacy in further experience.
Motor Learning
Motor learning in an ADS has to do with (1) selection of a set of serial motor actions to be learned and (2) practice of such ordered set of actions until the initiation of the set produces a smooth, coordinated finishing of the set. The signals/occasions for motor learning (using the current or "now" data to be saved upon such signal), will be either (1) the attempt to copy the actions of a nearby other of the same "kind" as the ADS (i.e., the ADS has a relatively high K# for the other), signalled by "not-copying arousal" in proportion to such K#, or (2) the attempt to externally experiment (or "play") with a thing in a non-coordinated way required by cognitive learning, using the signals and procedures of such cognitive learning.
Learning From Language
According to our technology, in which natural language is seen as evoking substitute experience, similar ADS learning as set forth above may occur as a result of natural language. For example, language such as analogy and metaphor provides the "now"-data for the ADS and points (usually) to the similar cognitive data to be changed by experiment. Also, for example, language such as images and stories (involving "empathy" or "identification" of the ADS with a certain character) provide the ADS with experiences of pain and pleasure at certain points of "now"-data, permitting relevancy nodes to be changed by such experience. Also, for example, the natural language items or stories which the ADS "wants" to remember (for more "copying" with others, for instance) may be practiced as motor actions (called by us in this case "membering") until they may be "re-membered" by initiation of such motor action "string".
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Call (602) 263-9200 or E-mail Marty |
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