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Welcome to General Intelligence and Seed AI version 2.3. The purpose of this document is to describe the principles,
paradigms, cognitive architecture, and cognitive components needed to build
a complete mind possessed of general intelligence, capable of self-understanding,
self-modification, and recursive self-enhancement.
| Multi-page version: | http://singinst.org/GISAI/ | |
| Single-page version: | http://singinst.org/GISAI.html | |
| Printable version: | http://singinst.org/printable-GISAI.html |
©2001 by the Singularity Institute for Artificial Intelligence, Inc. All rights reserved.
"General Intelligence and Seed AI" is a publication of the Singularity Institute for Artificial
Intelligence, Inc., a nonprofit corporation. You can contact the
Singularity Institute at institute@singinst.org.
To support the Singularity institute, visit http://singinst.org/donate.html.
The Singularity Institute is a 501(c)(3) public charity and your donations
are tax-deductible to the full extent of the law. The seed AI project
is presently in the design/conceptualization stage and no code has yet been
written; additional funding is required before the project can be launched. This is a near-book-length explanation. If you need well-grounded
knowledge of the subject, then we highly recommend reading °GISAI
straight through. However, if you need answers immediately, see the
Singularity Institute pages on AI
for introductory articles. GISAI is a work in progress. As of version 2.3, the
sections "Paradigms" and "Mind" are complete and self-contained. The
section "Cognition" is in progress and may contain references to unimplemented
topics. As additional topics are published, the minor version number
(second digit) increases. Words defined in the Glossary
look like this: General intelligence itself is huge. The human brain, created
by millions of years of evolution, is composed of a hundred billion neurons
connected by a hundred trillion synapses, forming more than a hundred neurologically
distinguishable areas. We should not expect the problem of AI to
be easy. Subproblems of cognition include attention, memory, association,
abstraction, symbols, causality, subjunctivity, expectation, goals, actions,
introspection, caching, and learning, to cite a non-exhaustive list.
These features are not "emergent". They are °complex
functional adaptations, evolved systems with multiple components
and sophisticated internal architectures, whose functionality must
be deliberately duplicated within an artificial mind. If done right,
cognition can support the thoughts implementing abilities such as analysis,
design, understanding, invention, self-awareness, and the other facets
which together sum to an intelligent mind. An intelligent mind with
access to its own source code can do all kinds of neat stuff, but we'll
get into that later.
Different
schools of AI are distinguished by different kinds of underlying "mindstuff".
Classical AI consists of "predicate calculus" or "propositional logic",
which is to say suggestively named °LISP tokens, plus directly
coded procedures intended to imitate human formal logic. Connectionist
AI consists of neurons implemented on the token level, with each neuron
in the input and output layers having a programmer-determined interpretation,
plus intervening layers which are usually not supposed to have a
direct interpretation, with the overall network being trained by an external
algorithm to perform perceptual tasks. (Although more biologically
realistic implementations are emerging.) Agent-based AI consists
of hundreds of humanly-written pieces of code which do whatever the programmer
wants, with interactions ranging from handing data structures around to
tampering with each other's behaviors.
Seed AI inherits connectionism's belief that error tolerance is a good
thing. Error tolerance leads to the ability to mutate. The
ability to mutate leads to evolution. Evolution leads to rich complexity
- "mindstuff" with lots of tentacles and interconnections. However,
connectionist theory presents a dualistic opposition between °stochastic,
error-tolerant neurons and the crystalline fragility of code or assembly
language. This conflates two logically distinct ideas. It's
possible to have crystalline neural networks in which a single error breaks
the chain of causality, or stochastic code in which (for example) multiple,
mutatable implementations of a function point have tweakable weightings.
Seed AI strongly emphasizes the necessity of rich complexity in cognitive
processes, and mistrusts classical AI's direct programmatic implementations.
However, seed AI also mistrusts that connectionist position which holds
higher-level cognitive processes to be sacrosanct and opaque, off-limits
to the human programmer, who is only allowed to fool around with neuron
behaviors and training algorithms, and not the actual network patterns.
Seed AI does prefer learned concepts to preprogrammed ones, since learned
concepts are richer. Nonetheless, I think it's permissible, if risky,
to preprogram concepts in order to bootstrap the AI to the point where
it can learn. More to the point, it's okay to have an architecture
where, even though the higher levels are stochastic or self-organizing
or emergent or learned or whatever, the programmer can still see and modify
what's going on. And it is necessary that the designer know
what's happening on the higher levels, at least in general terms, because
cognitive abilities are not emergent and do not happen by
accident. Both classical AI and connectionist AI propose a kind of
magic that avoids the difficulty of actually implementing the higher layers
of cognition. Classical AI states that a LISP token named "goal"
is a goal. Connectionist AI declares that it can all be done with
neurons and training algorithms. Seed AI admits the necessity of
confronting the problem directly.
In the human brain, there's at least one multilevel system where the
higher levels, though stochastic, still have known interpretations: the
visual processing system. Feature extraction by the visual cortex
and associated areas doesn't proceed in a strict hierarchy with numbered
levels (seed AI mistrusts that sort of thing), but there are definitely
lower-level features (such as retinal pixels), mid-level features (such
as edges and surface textures), and high-level features (such as 3D shapes
and moving objects). Together, the pixels and attached interpretations
constitute the cognitive object that is a visual description. It's
also possible to run the feature-extraction system in reverse, activate
a high-level feature and have it draw in the mid-level features which draw
in the low-level features. Such "reversible patterns" are necessary-but-not-sufficient
to memory recall and directed imagination. Memory and imagination,
when implemented via this method, can hold rich concepts that mutate interestingly
and mix coherently. A mental image of a red sausage can mutate directly
to a mental image of a blue sausage without either storing the perception
of redness in a single crystalline token or mutating the image pixel
by independent pixel. °David Marr's paradigm of the
"two-and-a-half dimensional world", multilevel holistic descriptions, is
writ large and held to apply not just to sensory feature extraction but
to categories, symbols, and other concepts. If seed AI has a "mindstuff",
this is it.
Seed AI also emphasizes the problem of sensory modalities (such as the
visual cortex, auditory cortex, and sensorimotor cortex in humans), previously
considered a matter for specialized robots. A sensory modality consists
of data structures suited to representing the "pixels" and features of
the target domain, and codelets or processing stages which extract mid-level
and high-level features of that domain. Sensory modalities grant
superior intuitions and visualizational power in the target domain, which
itself is sufficient reason to give a self-modifying AI a sensory modality
for source code. Sensory modalities can also provide useful metaphors
and concrete substrate for abstract reasoning about other domains; you
can play chess using your visual cortex, or imagine a "branching" if-then-else
statement. Sensory modalities provide a source of computational "raw
material" from which concepts can form. Finally, a sensory modality
provides intuitions for understanding concrete problems in a training domain,
such as source code. This makes it possible for the AI to learn
the art of abstraction - moving from concrete problems, to categorizing
sensory data, to conceptualizing complex methods, and so on - instead of
being expected to swallow high-level thought all at once.
Sensory modalities are the foundations of intelligence - a term carefully
selected to reflect necessity but not sufficiency; after you build the
foundations, there's still a lot of house left over. In particular,
a codic modality does not write source code, just as the visual cortex
does not design skyscrapers. When I speak of a "codic" sensory modality,
I am not extending the term "sensory modality" to include an autonomous
facility for writing source code. I am using "modality" in the original
sense to describe a system almost exactly analogous to the visual cortex,
just operating in the domain of source code instead of pixels.
Sensory modalities - visual, spatial, codic - are the bottom layer of
the AI, the layer in which representations and behaviors are specified
directly by the programmer. (Although avoiding the crystalline fragility
of classical AI is still a design goal.) The next layer is concepts.
Concepts are pieces of mindstuff, which can either describe the mental
world, or can be applied to alter the mental world. (Note
that successive concepts can be applied to a single target, building up
a complex visualization.) Concepts are contained in long-term memory.
Categories, symbols, and most varieties of declarative memory are concepts.
Concepts are more powerful if they are learned, trained, or otherwise created
by the AI, but can be created by the programmer for bootstrapping purposes.
(If, of course, the programmer can hack the tools necessary to modify the
concept level.) The underlying substrate of the concept can be code,
assembly language, or neural nets, whichever is least fragile and is easiest
to understand and mutate; this issue is discussed later, but I currently
lean towards code. (Not raw code, of course, but code as it
is understood by the AI.)
Concepts, when retrieved from long-term memory, built into a structure,
and activated, create a thought. The archetypal example of
a thought is building words - symbols - into a grammatical sentence and
"speaking" them within the mind. Thoughts exist in the RAM of the
mind, the "working memory" created by available workspace in the sensory
modalities. During their existence, thoughts can modify that portion
of the world-model currently being examined in working memory. (Not
every sentence spoken within the mind is supposed to describe reality;
thoughts can also create and modify °subjunctive ("what-if")
hypotheses.) Thoughts are identified with - supposed to implement
the functionality of - the human "stream of consciousness".
The three-layer model of intelligence is necessary, but not sufficient.
Building an AI "with sensory modalities, concepts, and thoughts" is no
guarantee of intelligence. The AI must have the right sensory
modalities, the right concepts, and the right thoughts.
Evolution is the cause of intelligence in humans. Intelligence
is an evolutionary advantage because it enables us to model, predict, and
manipulate reality, including that portion of reality consisting of other
humans and ourselves. In our physical Universe, reality tends to
organize itself along lines that might be called "°holistic"
or "°reductionist", depending on whether you're looking up
or looking down. "Which facts are likely to reappear? The simple
facts. How to recognize them? Choose those that seem simple.
Either this simplicity is real or the complex elements are indistinguishable.
In the first case we're likely to meet this simple fact again either alone
or as an element in a complex fact. The second case too has a good
chance of recurring since nature doesn't randomly construct such cases."
(Robert M. Pirsig, "Zen
and the Art of Motorcycle Maintenance", p. 238.)
Thought takes place within a causal, goal-oriented, "reductholistic"
world-model, and seeks to better understand the world or invent solutions
to a problem. Some methods include: °Holistic
analysis: Taking a known high-level characteristic of a known high-level
object ("birds fly"), and using °heuristics (thought-level
knowledge learned from experience) to try and construct an explanation
for the characteristic; an explanation consists of a low-level structure
which gives rise to that high-level characteristic in a manner consistent
with all known facts about the high-level object ("a bird's flapping wings
push it upwards"). Causal analysis: Taking a known fact ("my
telephone is ringing") and using heuristics to construct a causal
sequence which results in that fact ("someone wants to speak to me").
Holistic design: Taking a high-level characteristic as a design goal
("go fast"), using heuristics to reduce the search space by reasoning about
constraints and opportunities in possible designs ("use wheels"), and then
testing ideas for specific low-level structures that attempt to satisfy
the goals ("bicycles").
Both understanding and invention are fundamentally and messily recursive;
whether a bicycle works depends on the design of the wheels, and whether
a wheel works depends on whether that wheel consists of steel, rubber or
tapioca pudding. Hence the need for °heuristics that
bind high-level characteristics to low-level properties. Hence the
need to recurse on finding new heuristics or more evidence or better tools
or greater intelligence or higher self-awareness before the ultimate task
can be solved. Solving a problem gives rise to lasting self-development
as well as immediate solutions.
When a sufficiently advanced AI can bind a high-level characteristic
like "word-processing program" through the multiple layers of design to
individual lines of code, °ve can write a word-processing
program given the verbal instruction of "Write a word-processing program."
(Of course, following verbal instructions also assumes speech recognition
and language processing - not to mention a very detailed knowledge of what
a word-processing program is, what it does, what it's for, how humans will
use it, and why the program shouldn't erase the hard drive.) When
the AI, perhaps given a sensory modality for atoms and molecules, can understand
all the extant research on molecular manipulation, °ve can
work out a sequence of steps which will result in the construction of a
general nanotechnological assembler, or tools to build one. When
the AI can bind a high-level characteristic like "useful intelligence"
through the multiple layers of designed cognitive processes to individual
lines of code, ve can redesign °vis own source code and increase
vis intelligence.
Developing such a seed AI may require a tremendous amount of programmer
effort and programmer creativity; it is entirely possible that a seed AI
is the most ambitious software project in history, not just in terms of
the end result, but in terms of the sheer depth of internal design
complexity. To bring the problem into the range of the humanly solvable,
it is necessary that development be broken up into stages, so that the
first stages of the AI can assist with later stages. The usual aphorism
is that 10% of the code implements 90% of the functionality, which suggests
one approach. Seed AI adds the distinction between learned concepts
and programmer-designed concepts. If so, the first stage might be
an AI with simplified modalities, preprogrammed simple concepts, low-level
goal definitions, and perhaps even programmer-assisted development of the
stream-of-consciousness reflexes needed for coherent thought. Such
an AI would hopefully be capable of manipulating code in simple ways, thus
rendering the source code for concepts (and in fact its own source code)
subject to the type of flexible and useful mutations needed to learn rich
concepts or evolve more optimized code. The skeleton AI helps us
fill in the flesh on the skeleton.
...
Have you got all that?
Good.
Take a deep breath.
We're ready to begin.
It
is probably impossible to write an AI in immediate possession of human-equivalent
abilities in every field; transhuman abilities even more so, since there's
no working model. The task is not to build an AI with some astronomical
level of intelligence; the task is building an AI which is capable of improving
itself, of understanding and rewriting its own source code.
The task is not to build a mighty oak tree, but a humble seed.
As the AI rewrites itself, it moves along a trajectory of intelligence.
The task is not to build an AI at some specific point on the trajectory,
but to ensure that the trajectory is open-ended, reaching human equivalence
and transcending it. Smarter and smarter AIs become better and better
at rewriting their own code and making themselves even smarter. When
writing a seed AI, it's not just what the AI can do now, but what it will
be able to do later. And the problem isn't just writing good code,
it's writing code that the seed AI can understand, since the eventual goal
is for it to rewrite its own assembly language. (1).
If "recursive self-enhancement" is to avoid running out of steam, it's
necessary for code optimization or architectural changes to result in an
increment of actual intelligence, of smartness, not just speed.
Running an optimizing compiler over its own source code (2) may result in a faster optimizing
compiler. Repeating the procedure a second time accomplishes nothing,
producing an identical set of binaries, since the same algorithm is being
run - only faster. A human who fails to solve a problem in one year
(or solves it suboptimally) may benefit from another ten years to think
about the problem; even so, an individual human may eventually run out
of ideas. An individual human who fails to solve a problem in a hundred
years may, if somehow transformed into an Einstein, solve it within an
hour. Faster unintelligent algorithms accomplish little or nothing;
faster intelligent thought can make a small difference; better intelligent
thought makes the problem new again.
If each rung on the ladder of recursive self-enhancement involves a
leap of sufficient magnitude, then each rung should open up enough new
vistas of self-improvement for the next rung to be reached. If not,
of course, the seed AI will have optimized itself and used up all perceived
opportunities for improvement without generating the insight needed to
see new kinds of opportunities. In this case the seed AI will
have stalled, and it will be time for the human programmers to go to work
nudging it over the bottleneck. Ultimately, the AI must cross, not
only the gap that separates the mythical average human from Einstein, but
the gap that separates
homo sapiens neanderthalis from homo sapiens
sapiens. The leap to true understanding, when it happens,
will open up at least as many possibilities as would be available to a
human researcher with access to vis own neural source code.
A surprisingly frequent objection to self-enhancement is that intelligence,
when defined as "the ability to increase intelligence", is a circular definition
- one which would, they say, result in a sterile and uninteresting AI.
Even if this were the definition (it isn't), and the definition were circular
(it wouldn't be), the cycle could be broken simply by grounding the definition
in chess-playing ability or some similar test of ability. However,
intelligence is not defined as the ability to increase intelligence;
that is simply the form of intelligent behavior we are most interested
in. Intelligence is not defined at all. What intelligence
is,
if you look at a human, is more than a hundred °cytoarchitecturally
distinct areas of the brain, all of which work together to create intelligence.
Intelligence is, in short, modular, and the tasks performed by individual
modules are different in kind from the nature of the overall intelligence.
If the overall intelligence can turn around and look at a module as an
isolated process, it can make clearly defined performance improvements
- improvements that eventually sum up to improved overall intelligence
- without ever confronting the circular problem of "making itself more
intelligent". Intelligence, from a design perspective, is a goal
with many, many subgoals. An intelligence seeking the goal of improved
intelligence does not confront "improved intelligence" as a naked fact,
but as a very rich and complicated fact adorned with less complicated subgoals.
Presumably there is an ultimate limit to the intelligence that can be
achieved on a given piece of hardware, but if the seed AI can design better
hardware, the cycle continues. To be concrete, if a seed AI is smart
enough to chart a path from modern technological capabilities to °nanotechnology
- to the hardware described in K. Eric Drexler's Nanosystems
- this should be enough computing power to provide thousands or millions
of times the raw capacity of a human brain. (3). Whether the cognitive
and technological trajectory beyond this point continues forever or tops
out at some ultimate physical limit is basically irrelevant from a human
perspective; nanotechnology plus thousands of times human brainpower should
be far more than enough to accomplish whatever you wanted a transhuman
for in the first place.
This scenario often meets with the objection that a lone AI can accomplish
nothing; that technological advancement requires an entire civilization,
with exchanges between thousands of scientists or millions of humans.
This actually understates the problem. To think a single thought,
it is necessary to duplicate far more than the genetically programmed functionality
of a single human brain. After all, even if the functionality of
a human were perfectly duplicated, the AI might do nothing but burble for
the first year - that's what human infants do.
Perceptions have to coalesce into concepts. The concepts have
to be strung together into thoughts. Enough good thoughts have to
be repeated often enough for the sequences to become °cached,
for the often-repeated subpatterns to become reflex. Enough of these
infrastructural reflexes must accumulate for one thought to give rise to
another thought, in a connected chain, forming a stream of consciousness.
Unless we want to sit around for years listening to the computer go ga-ga,
the functionality of infancy must be either encapsulated in a virtual world
that runs in computer time, or bypassed using a skeleton set of preprogrammed
concepts and thoughts. (Hopefully, the "skeleton thoughts" will be
replaced by real, learned thoughts as the seed AI practices thinking.)
Human scientific thought relies on millennia of accumulated knowledge,
the how-to-think °heuristics discovered by hundreds of geniuses.
While a seed AI may be able to absorb some of this knowledge by surfing
the 'Net, there will be other dilemnas, unique to seed AIs, that it must
solve on its own.
Finally, the autonomic processes of the human mind reflect millions
of years of evolutionary optimization. Unless we want to expend an
equal amount of programming effort, the functionality of evolution itself
must be replaced - either by the seed AI's self-tweaking of those algorithms,
or by replacing processes that are autonomic in humans with the deliberate
decisions of the seed AI.
That's a gargantuan job, but it's matched by equally powerful tools.
The traditional advantages of computer programs
- not "AI", but "computer programs" - are threefold: The ability
to perform repetitive tasks without getting bored; the ability to
perform algorithmic tasks at greater linear speeds than our 200-°hertz
neurons permit; and the ability to perform complex algorithmic tasks
without
making mistakes (or rather, without making those classes of mistakes
which are due to distraction or running out of short-term memory).
All of which, of course, has nothing to do with intelligence.
The toolbox of seed AI is yet unknown; nobody has built one. This
page is more about building the first stages, the task of getting the seed
AI to say "Hello, world!" But, if this can be done, what advantages
would we expect of a general intelligence with access to its own source
code?
The ability to design new sensory modalities. In a sense,
any human programmer is a blind painter - worse, a painter born without
a visual cortex. Our programs are painted pixel by pixel, and are
accordingly sensitive to single errors. We need to consciously keep
track of each line of code as an abstract object. A seed AI could
have a "codic cortex", a sensory modality devoted to code, with intuitions
and instincts devoted to code, and the ability to abstract higher-level
concepts from code and intuitively visualize complete models detailed in
code. A human programmer is very far indeed from vis ancestral environment,
but an AI can always be at home. (But remember: A codic modality
doesn't write code, just as a human visual cortex doesn't design skyscrapers.)
The ability to blend conscious and autonomic thought. Combining
°Deep Blue with °Kasparov doesn't yield a being
who can consciously examine a billion moves per second; it yields a Kasparov
who can wonder "How can I put a queen here?" and blink out for a fraction
of a second while a million moves are automatically examined. At
a higher level of integration, Kasparov's conscious perceptions of each
consciously examined chess position may incorporate data culled from a
million possibilities, and Kasparov's dozen examined positions may not
be consciously simulated moves, but "skips" to the dozen most plausible
futures five moves ahead. (5).
Freedom from human failings, and especially human politics.
The tendency to rationalize untenable positions to oneself, in order to
win arguments and gain social status, seems so natural to us; it's
hard to remember that rationalization is a °complex functional adaptation,
one that would have no reason to exist in "minds in general". A synthetic
mind has no political instincts (6);
a synthetic mind could run the course of human civilization without politically-imposed
dead ends, without °observer bias, without the tendency to
rationalize. The reason we humans instinctively think that progress
requires multiple minds is that we're used to human geniuses, who make
one or two breakthroughs, but then get stuck on their Great Idea and oppose
all progress until the next generation of brash young scientists comes
along. A genius-equivalent mind that doesn't age and doesn't rationalize
could encapsulate that cycle within a single entity.
Overpower - the ability to devote more raw computing power, or
more efficient computing power, than is devoted to some module in the original
human mind; the ability to throw more brainpower at the problem to yield
intelligence of higher quality, greater quantity, faster speed, even difference
in kind. Deep Blue eventually beat Kasparov by pouring huge amounts
of computing power into what was essentially a glorified search tree; imagine
if the basic component processes of human intelligence could be similarly
overclocked...
Self-observation - the ability to capture the execution of a
module and play it back in slow motion; the ability to watch one's own
thoughts and trace out chains of causality; the ability to form concepts
about the self based on fine-grained introspection.
Conscious learning - the ability to deliberately construct or
deliberately improve concepts and memories, rather than entrusting them
to autonomic processes; the ability to tweak, optimize, or debug learned
skills based on deliberate analysis.
Self-improvement - the ubiquitous glue that holds a seed AI's
mind together; the means by which the AI moves from crystalline, programmer-implemented skeleton functionality
to rich and flexible thoughts. In the human mind, °stochastic
concepts - combined answers made up of the average of many little answers
- leads to error tolerance; error tolerance lets concepts mutate without
breaking; mutation leads to evolutionary growth and rich complexity.
An AI, by using probabilistic elements, can achieve the same effect; another
route is deliberate observation and manipulation, leading to deliberate
"mutations" with a vastly lower error rate. What are these mutations
or manipulations? A blind search can become a heuristically guided
search and vastly more useful; an autonomic process can become conscious
and vastly richer; a conscious process can become autonomic and vastly
faster - there is no sharp border between conscious learning and tweaking
your own code. And finally, there are high-level redesigns, not "mutations"
at all, alterations which require too many simultaneous, non-backwards-compatible
changes to ever be implemented by evolution.
If all of that works, it gives rise to self-encapsulation and
recursive
self-enhancement. When the newborn mind fully understands vis
own source code, when ve fully °understands the intelligent
reasoning that went into vis own creation - and when ve is capable of °inventing
that reason independently, so that the mind contains its own design - the
cycle is closed. The mind causes the design, and the design causes
the mind. Any increase in intelligence, whether sparked by hardware
or software, will result in a better mind; which, since the design was
(or could have been) generated by the mind, will propagate to cause a better
design; which, in turn, will propagate to cause a better mind. (7). And since the seed AI will encapsulate
not only the functionality of human individual intelligence but the functionality
of evolution and society, these causes of intelligence will be subject
to improvement as well. We might call it a "civilization-in-a-box",
an entity with more "hardware" intelligence than Einstein (8) and capable of codifying abstract thought
to run at the linear speed of a modern computer.
A successful seed AI would have power. A genuine civilization-in-a-box,
thinking at a millionfold human speed, might fold centuries of technological
progress into mere hours. I won't beat the point to death.
I've done so in my other writings - Staring
into the Singularity, in particular. It's just that the fundamentalpurpose
of transhuman AI differs from that of traditional AI.
The academic purpose of modern prehuman AI is to write programs that
demonstrate some aspect of human thought - to hold a mirror up to the brain.
The commercial purpose of prehuman AI is to automate tasks too boring,
too fast, or too expensive for humans. It's possible to dispute whether
an academic implementation actually captures an aspect of human intelligence,
or whether a commercial application performs a task that deserves to be
called "intelligent".
In transhuman AI, if success isn't blatantly obvious to everyone
except trained philosophers, the effort has failed. The ultimate
purpose of transhuman AI is to create a °Transition Guide;
an entity that can safely develop °nanotechnology and any
subsequent ultratechnologies that may be possible, use transhuman °Friendliness
to see what comes next, and use those ultratechnologies to see humanity
safely through to whatever life is like on the other side of the Singularity.
This might consist of assisting all humanity in upgrading to the level
of superintelligent Powers, or creating an operating system for all the
quarks in the Solar System, or something completely unknowable. I
believe that, as the result of creating a °Friendly superintelligence,
involuntary death, pain, coercion, and stupidity will be erased from the
human condition; and that humanity, or whatever we become, will go on to
fulfill to the maximum possible extent whatever greater destiny or higher
goals exist, if any do.
To return to Earth: There will undoubtedly be many milestones,
many interim subgoals and interim successes, along the path to superintelligence.
The key point is that while embodying some aspect of cognition may be useful
or necessary, it is not an end in itself. Treating facets of cognition
as ends in themselves has led traditional AI to develop a sort of "trophy
mentality", a tendency to value programs according to whether they fit
surface descriptions. (One gets the impression that if you asked
certain AI researchers to write the next Great English Novel, they'd write
a 20-page essay on toaster ovens and then tear off through the streets,
shouting: "Eureka! It's in English! It's in English!")
My hope is that the lofty but utilitarian goals of seed AI will lead to
the habit of looking at every piece of the design and saying: "Sure,
it sounds neat, but how does it contribute materially to general intelligence?"
After all, if an aspect of cognition is duplicated faithfully but without
understanding its overall purpose, it's a matter of pure faith to expect
it to contribute anything.
But that brings us to the next section, "Thinking About AI".
AI has, in the past, failed repeatedly. The shadow
cast by this failure falls over all proposals for new AI projects.
The question is always asked: "Why won't your project fail, like
all the other projects? Why did the previous projects fail?
Does your theory of general intelligence explain the previous failures
while predicting success for your own efforts?" Actually, anyone
can explain away previous failures and predict success; all you have to
do is assert that some particular new characteristic is the One Great Idea,
necessary and sufficient to intelligence. The real question is whether
a new approach to AI makes the failure of previous efforts seem massively
inevitable, the predictable result of historical factors; whether the approach
provides a theory of previous failures that is satisfyingly obvious in
retrospect, makes earlier errors look like natural mistakes that any growing
civilization might make, and thus "swallows" the historical failures in
a new theory which leaves no dangling anxieties.
Okay. I won't go quite that far. Still, AI has an embarassing
tendency to predict success where none materializes, to make mountains
out of molehills, and to assert that some simpleminded pattern of suggestively-named
°LISP tokens completely explains some incredibly high-level
thought process. Why?
Consider the symbol your mind contains for 'light bulb'. In your
mind, the sounds of the spoken words "light bulb" are reconstructed in
your auditory cortex. A picture of a light bulb is loaded into your
visual cortex. Furthermore, the auditory and visual cortices are
far more complex, and intelligent, than the algorithm your computer uses
to play sounds and MPEG files. Your auditory cortex has evolved specifically
to process incoming speech sounds, with better fineness and resolution
than it displays on other auditory tasks. Your visual cortex does
not simply contain a 2D pixel array. The visual cortex has specialized
processes that extract David Marr's "two-and-a-half dimensional world"
- edge detection, corner interpretation, surfaces, shading, movement -
and processes that extract from this a model of 3D objects in a 3D world.
"About 50 percent of the cerebral cortex of primates is devoted exclusively
to visual processing, and the estimated territory for humans is nearly
comparable." (°MITECS, "Mid-Level Vision".)
In the semantic net or Physical Symbol System of classical
AI, a light bulb would be represented by an atomic LISP token named light-bulb.
"General Intelligence and Seed AI" is written in informal style. Academic
readers, readers seeking a more technical explanation, or readers who prefer
a more formal style, may wish to read "Levels of Organization in General Intelligence"
instead.
"A °seed AI is an AI capable of self-understanding,
self-modification, and recursive self-enhancement."
Executive Summary and Introduction
Please bear in mind that the following is an introduction only.
It contains some ideas which must be introduced in advance to avoid circular
dependencies in the actual explanations, and a general summary of the cognitive
architecture so you know where the ideas fit in. In particular, I
am not expecting you to read the introduction and immediately shout:
"Aha! This is the Secret of AI!" Some important ideas are described,
yes, but just because an idea is necessary doesn't make it sufficient.
Too many of AI's past failures have come of the trophy-hunting mentality,
asking which buzzwords the code can be described by, and not asking what
the code actually
does.
This document is about general intelligence - what it is, and how to build
one. The desired end result is a self-enhancing mind or "seed AI".
Seed AI means that - rather than trying to build a mind immediately capable
of human-equivalent or transhuman reasoning - the goal is to build a mind
capable of enhancing itself, and then re-enhancing itself with that higher
intelligence, until the goal point is reached. "The task is not to
build an AI with some astronomical level of intelligence; the task is building
an AI which is capable of improving
itself, of understanding and
rewriting its own source code. The task is not to build a mighty
oak tree, but a humble seed." (From 1.1: Seed AI.)
..
.
1: Paradigms
1.1: Seed AI
1.1.1: The AI Advantage
1.2: Thinking About AI
| NOTE: | I say "LISP tokens", not "LISP symbols", despite convention and accepted usage. Calling the lowest level of the system "symbols" is a horrifically bad habit. |
Some of the problem may be explained by history; back when AI was being invented, in the 1950s and 1960s, researchers had tiny little machines that modern pocket calculators would sneer at. These early researchers chose to believe they could succeed with "symbols" composed of small LISP structures, cognitive "processes" with the complexity of one subroutine in a modern class library. They were wrong, but the need to believe produced approaches and paradigms that sank AI for decades.
Previous
AI has been conducted under the Physicist's Paradigm. The development
of physics over the past few centuries - at least, the dramatic, stereotypical
part - has been characterized by the discovery of simple equations that
neatly account for complex phenomena. In physics, the task is finding
a single bright idea that explains everything. Newton took a single
assumption (masses attract each other with a force equal to the product
of the masses divided by the square of the distance) and churned through
some calculus to show that, if an apple falls towards the ground at a constant
acceleration, then this explains why planets move in elliptical orbits.
The search for a similar fits-on-a-T-Shirt unifying principle to fully
explain a brain with hundreds of °cytoarchitecturally distinct
areas has wreaked havoc on AI.
"Heuristics are compiled hindsight; they are judgemental rules which,
if only we'd had them earlier, would have enabled us to reach our present
state of achievement more rapidly." (Douglas Lenat, 1981.)
The heuristic learned from past failures of AI might be titled "Necessary, But Not Sufficient". Whenever
neural networks are mentioned in press releases, the blurb always includes
the phrase "neural networks, which use the same parallel architecture found
in the human brain". Of course, the "neurons" in neural networks
are usually nothing remotely like biological neurons. But the main
thing that gets overlooked is that it would be equally true (not very)
to say that neural networks use the same parallel architecture found in
an earthworm's brain. Regardless of whether neural networks
are Necessary, they are certainly Not Sufficient. The human brain
requires millions of years of evolution, thousands of modules, hundreds
of thousands of adaptations, on top of the simple bright idea of
"Hey, let's build a neural network!"
The Physicist's Paradigm lends itself easily to our need for drama.
One great principle, one bold new idea, comes along to overthrow the false
gods of the old religion... and set up a new bunch of false gods.
As always when trying to prove a desired result from a flawed premise,
the simplest path involves the Laws of Similarity and Contagion.
For example, the "neurons" in neural networks involve associative links
of activation. Therefore, the extremely subtle and high-level associative
links of human concepts must be explained by this low-level property.
Similarly, any instance of human deduction which can be written down (after
the fact) as a syllogism must be explained by the blind operation of a
ten-line-of-code process - even if the human thoughts blatantly involve
a rich visualization of the subject matter, with the results yielded by
direct examination of the visualization rather than formal deductive reasoning.
In AI, the one great simple idea usually operates on a low level,
in accordance with the Physicist's Paradigm. Reasoning from similarity
of surface properties is used to assert that high-level cognitive phenomena
are explained by the low-level phenomenon, which (it is claimed) is both
Necessary and Sufficient. This cognitive structure is a full-blown
fallacy; it contains the social drama (one brilliant idea, new against
old) and the rationalization (reasoning by similarity of surface properties,
sympathetic magic) necessary to bear any amount of emotional weight.
And that's how AI research goes wrong.
There are several ways to avoid making this class of mistake.
One is to have the words "Necessary, But Not Sufficient" tattooed on your
forehead. One is an intuition of causal analysis that
says "This cause does not have sufficient complexity to explain this effect."
One is to be instinctively wary of attempts to implement cognition on the
token level. (One is learning enough evolutionary psychology to recognize
and counter ideology-based thoughts directly, but that's moving off-topic...)
One is introspection. Human introspection currently has a bad
reputation in cognitive science, looked on as untrustworthy, unscientific,
and easy to abuse. This is totally true. Still, you can't build
a mind without a working model. It is necessary to know, intuitively,
that classical-AI propositional logic - syllogisms, property inheritance,
et cetera - is inadequate to explain your deduction that dropping an anvil
on a car will break it. You should be able to see, introspectively,
that there's more than that going on. You can visualize an anvil
smashing into your car's hood, the metal crumpling, and the windshield
shattering. (9). Clearly visible is vastly more mental material,
more cognitive "stuff", than classical-AI propositional logic involves.
The revolt against the Physicist's Paradigm can be formalized as the
Law of Pragmatism:
The key words are "contribute materially". An architecture can
be necessary to thought without accounting for the substance
of thought. The Law of Pragmatism says that if a neural network's
rules are simple enough to be formalized mathematically, than the substance
of any intelligent answers produced by that network will be attributable
to the specific pattern of weightings. If the pattern of weightings
is created by a mathematically formalizable learning method, then the substance
of intelligence will lie, not in the learning method, but in the intricate
pattern of regularities within the training instances.
We can't be
certain that the Law of Pragmatism will hold in the
future, but it's definitely a heuristic in the Lenatian sense; if only
we'd known it in the 1950s, so much error could have been avoided.
The Law of Pragmatism is one of the tools used to determine whether an
idea is Necessary, But Not Sufficient. (11).
°GISAI proposes a mind which contains modules vaguely
analogous to human sensory modalities (auditory cortex, visual cortex,
etc.). This does not mean that you can design any old system which
can be described as "containing modular sensory modalities" and then dash
off a press release about how your company is building an AI containing
modular sensory modalities. That's the trophy mentality I was talking
about earlier. A modular, modality-based system is Necessary, But
Not Sufficient; it is also necessary to have the right modules,
in the right sensory modalities, using the
right representation
and the right intuitions to process the right base of experience
to produce the right concepts that support the right thoughts
within the right larger architecture.
When you think of a light bulb, the syllables and phonemes of "light
bulb" are loaded into your auditory cortex; if you're a visual person,
a generic picture of a light bulb - the default exemplar - appears in your
visual cortex. Let's suppose that some AI has reasonably sophisticated
analogues of the auditory cortex and visual cortex, capable of perceiving
higher-level features as well as the raw binary data. This is clearly
necessary;
is it sufficient to understand light bulbs in the same way as a
human?
No. Not even close. When you hear the phrase "triangular
light bulb", you visualize a triangular light bulb.
The Law of Pragmatism
Any form of cognition which can be mathematically
formalized, or which has a provably correct implementation, is too simple
to contribute materially to intelligence.
| NOTE: | Please halt, close your eyes, and visualize a triangular light bulb. Please? Pretty please with sugar on top? |
How do these two symbols combine? You know that light bulbs are fragile; you have a built-in comprehension of real-world physics - sometimes called "naive" physics - that enables you to understand fragility. You understand that the bulb and the filament are made of different materials; you can somehow attribute non-visual properties to pieces of the three-dimensional shape hanging in your visual cortex. If you try to design a triangular light bulb, you'll design a flourescent triangular loop, or a pyramid-shaped incandescent bulb; in either case, unlike the default visualization of "triangle", the result will not have sharp edges. You know that sharp edges, on glass, will cut the hand that holds it.
Look at all that! It requires a temporal, four-dimensional understanding of the light bulb. It requires an appreciation, a set of intuitions, for cause and effect. It requires that you be capable of spotting a problem - a conflict with a goal - which requires means for representing conflicts, and cognitive reflexes derived from a goal system.
Look at yourself "looking at all that". It requires introspection, reflection, self-perception. It requires an entire self-sensory modality - representations, intuitions, cached reflexes, expectations - focused on the mind doing the thinking.
For you to read this paragraph, and think about it, requires a stream of consciousness. For you to think about light bulbs implies that you codified your past experiences of actual light bulbs into the representation used by your long-term memory. The visual image of the light bulb, appearing in your visual cortex, implies that a default exemplar for "light bulb" was abstracted from experience, stored under the symbol for "light bulb", and triggered by that symbol's auditory tag of 'light bulb'. And this exemplar can even be combined with the learned symbol for "triangle". You have formed an adjective, "triangular", consisting of characteristics which can be applied to modify the visual and design substance of the light-bulb concept. For you to visualize a light-bulb smashing, with an accompanying tinkling noise, requires synchronization of recollection and reconstruction across multiple sensory modalities.
I've mentioned many features in the last paragraphs; none of them are emergent. None of them will magically pop into existence on the high level "if only the simple low-level equation can be found". In a human, these features are °complex functional adaptations, generated by millions of years of evolution. For an AI, that means you sit down and write the code; that you change the design, or add design elements (special-purpose low-level code that directly implements a high-level case is usually a Bad Thing), specifically to yield the needed result.
In short, the design in GISAI is simply far larger, as a system
architecture, than any design which has been previously attempted.
It's large enough to resemble systems of the complexity described in the
471 articles in °The MIT Encyclopedia of the Cognitive Sciences.
(12). You'll appreciate this better after reading
the rest of the document, of course, but when you have done so, I expect
that seed AI will look too
different from past failures for one
to reflect on the other. Fish and fowl, apples and oranges, elephants
and typewriters. There is still the possibility that any given seed
AI project will fail, or even that seed AI itself will fail - but if so,
it will fail for different reasons.
Intelligence
is an evolutionary advantage because it enables us to model, predict, and
manipulate reality. This includes not only Joe Caveman (or rather,
Pat Hunter-Gatherer) inventing the bow and arrow, but Chris Tribal-Chief
outwitting his (13) political
rivals and Sandy Spear-Maker realizing that the reason her spears keep
breaking is that she's being too impatient while making them. That
is, the "reality" we model includes not just things, but other humans,
and the self. (14).
A chain of reasoning is important because it
ends with a conclusion about how the world works, or about how the world
can be altered. The "world", for these purposes, includes the internal
world of the AI; when designing a bicycle, the hypothesis "a round object
can traverse ground without bumping" is a statement about the external
world. The hypotheses "it'd be a good idea to think about round objects",
or "the key problem is to figure out how to interface with the ground",
or even "I feel like designing a bicycle", are statements about the internal
world.
From an external perspective, cognitive events matter only insofar as
they affect external behavior. Just so, from an internal perspective,
the effect on the world-model is the punchline, the substance. This
is not to say that every line of code must make a change to the world-model,
or that the world-model is composed exclusively of high-level beliefs about
the real world. The thought sequences that construct a what-if scenario
- a °subjunctive fantasy world - are altering a world-model,
even if it's not the model of the world. A "vague feeling
that there's some kind of as-yet unnamed similarity between two pictures"
is part of the content of the AI's beliefs about the world. The code
that produces that intuition may undergo many internal iterations, acting
on data structures with no obvious correspondence to the world-model, before
producing an understandable output.
What makes a pattern of bytes - or neurons - a "model"? And what
makes a particular statement in that model "true" or "false"? (15).
The best definition I've found is derived from looking at the cause
of our intelligence: "Intelligence is an evolutionary advantage because
it enables us to model, predict, and manipulate reality." Models
are useful because they correspond to external reality.
I
distinguish four levels of binding:
The "world-model" for an AI living in that °microworld
consists of everything the AI knows about that world - the positions, velocities,
radii, and masses of the billiard balls. More abstract perceptions,
such as "a group of °three billiard balls", are also part
of the world-model. The prediction that "billiard ball A and billiard
ball B will collide" is part of the world-model. If the AI imagines
a situation where four billiard balls are arranged in a square, then that
imaginary world has its own, °subjunctive world-model.
If the AI believes "'imagining four billiard balls in a square' will prove
useful in solving problem X", then that belief is part of the world-model.
In short, the world-model is not necessarily a programmatic concept
- a unified set of data structures with a common format and °API.
(Although it would be wonderfully convenient, if we could pull it off.)
The "world-model" is a cognitive concept; it refers to the content of all
beliefs, the substance of all mental imagery.
Returning to the billiard-ball world, what is necessary for an AI to
have a "model" of this world?
Suppose that a cue ball travelling south at 4 meters/second, bumping
into a billiard ball travelling south at 2 meters/second, results in the
cue ball and the billiard ball travelling south at 3 meters/second.
Suppose, furthermore, that these rules are contained within the AI's internal
model of the environment, so that if the AI visualizes a cue ball at {8.2,
6} of radius 1 travelling south at 4 m/s, and a ball at {8.2, 10} of radius
1 going south at 2 m/s, the AI will visualize the balls bumping one second
later at {8.2, 11}, and the two balls then travelling south at 3 m/s.
It's a long way from there to knowing - consciously, °declaratively
- that two balls in general bumping at 4 m/s and 2 m/s while going
in the same direction will travel on together at 3 m/s. It's an even
longer way to knowing that "if billiard ball X bumps into billiard ball
Y, then they will continue on together with the average of their velocities".
And it's a still longer way to reversing the rule and knowing that
"to get a group of two balls travelling together with velocity X, given
billiard ball A with velocity Y, bump it with billiard ball B having velocity
(2X - Y)". Finally, to close the loop, this last high-level rule
must be applied to create a particular hypothesized action in the
world-model, and the hypothesized action needs to be taken as a real action
in external reality.
Without jumping too far ahead, there are a number of properties that
a world-model needs to support high-level thought. It needs to support
°time
- multiple frames or a temporal visualization - with accompanying extraction
of temporal features. It needs to support predictions
and expectations (and an expectation isn't real unless the
AI notices when the expectation is fulfilled, and especially when it is
violated). The world-model needs to support hypotheses, °subjunctive
frames of visualization, which are distinct from "real reality" and can
be manipulated freely by high-level thought. (By "freely manipulated",
I mean a direct manipulative binding; choosing to think about a
billiard ball at position {2, 3} should cause a billiard ball to materialize
directly within the representation at {2, 3}, with no careful sequence
of actions required.) And for the visualization to be useful once
it exists, the high-level thought which created the billiard-ball image
must
refer to the particular image visualized... and the reference
must run both ways, a two-way linkage.
°Time, expectation, comparision, °subjunctivity,
visualization, introspection, and reference. I haven't defined any
of these terms yet. (Most are discussed in 3: Cognition,
although you can jump ahead to Appendix A: Glossary if you're
impatient.) Nonetheless, these are some of the basic attributes that
are present in human world-models, and which are Necessary (But Not Sufficient)
for the existence of high-level features such as causality,
intentionality, °goals, memory, learning, association, focus,
abstraction, categorization, and symbolization.
2: Mind
2.1: World-model
These definitions raise an army of fundamental issues - °time,
causality, °subjunctivity, goals, searching,
invention - but first, let's look at a concrete example. Imagine a °microworld
composed of Newtonian billiard balls - a world of spheres (or circles),
each with a position, radius, mass, and velocity, interacting on some frictionless
surface (or moving in a two-dimensional vacuum). (16).
In the last case, the AI may have been able to manipulate each of the six
billiard balls as a separate object, or each action may have affected multiple
balls simultaneously, requiring a more complex planning process.
The important thing is that "creating two symmetrical groups of three billiard
balls" is not something that would happen by chance, or be uncovered by
a blind search. For the AI to create a structure of billiard balls,
it will need °heuristics - knowledge about rules - that not
only link outcomes to actions, but reverse the process to link actions
to outcomes.
| NOTE: | I mention that list of features to illustrate what will probably be one of the major headaches for AI designers: If you design a system and forget to allow for the possibility of expectation, comparision, °subjunctivity, visualization, or whatever, then you'll either have to go back and redesign every single component to open up space for the new possibilities, or start all over from scratch. Actualities can always be written in later, but the potential has to be there from the beginning, and that means a designer who knows the requirements spec in advance. |
In a rainbow, the physical frequency of the light
changes smoothly and linearly with distance (19). Yet, when you look
at a rainbow, you see colors grouped into bands, with relatively sharp
borders. And it's not just you. Everyone sees the bands.
It gets worse. Consider: The frequency of light is a linear,
scalar, real number. The visible frequencies of light rise linearly
from red to blue, bounded by infrared and ultraviolet. But if you
look at a color wheel on your computer, you'll see that it's a wheel.
Red to orange to yellow to green to blue to... purple? ... and back to
red again. Where does purple come from? It's a color
that doesn't exist, seemingly added on afterwards to turn a linear spectrum
into a circle!
It turns out the color purple and the bands in a rainbow are both artifacts
of the way humans perceive color space, which in turn is a result of the
way our visual cortex has evolved to distinguish objects in the ancestral
environment and maintain color constancy under natural lighting.
(For more about this, see "The Perceptual Organization of Colors" in "The
Adapted Mind". It's definitely a cool article.)
The color purple, and the bands in the rainbow, aren't real.
But everyone sees them, so you can't just call them hallucinations.
I prefer to strike a happy compromise and say that purple and rainbows
exist in the Consensus. Nobody actually lives in external
reality, and we couldn't understand it if we did; too many quarks flying
around. When we walk through a hall, watching the floor and walls
and ceiling moving around us, we're actually walking through our visual
cortex. That's what we see, after all. We don't see the photons
reflected by the walls, and we certainly don't see the walls themselves;
every single detail of our perception is there because a neuron is firing
somewhere in the visual system. If the wrong neuron fired, we'd see
a spot of color that wasn't there; if a neuron failed to fire, we wouldn't
see a spot of color that was there. From this perspective, the actual
photons are almost irrelevant. Furthermore, all the colors in the
hall you're walking through are technically incorrect due to that old color-space
thing. Heck, you might even walk past something purple.
This is the point where the philosopher usually goes off the solipsistic
deep end. "It's all arbitrary! Nothing is real! Everything
is true! I can say whatever I want and nobody can do a thing about
it, bwahaha!" I hate this whole line of thinking. If
I ever start sounding like this, check my forehead for lobotomy scars.
The Consensus usually has an extremely tight °sensory,
°predictive, and °manipulative binding to external
reality. No, it doesn't work 100% of the time, but it works 99.99%
of the time, so the rules are just as strict. Just because you can't
see external reality directly doesn't mean it isn't there.
Everything you see is illusion, the Veil of Maya. Where Eastern
philosophy goes wrong is in assuming that the Veil of Maya is hiding something
big and important. What lies behind the illusion of a brick is the
actual brick. The vast majority of the time, you can forget the Veil
of Maya is even there.
Nor does our residence in the Consensus grant the Consensus primacy
over external reality. The Consensus itself is just another part
of reality. That's how reality binds the Consensus; it's just one
part of reality affecting another part, under the standard rules of interaction
imposed by the laws of physics. External reality existed before the
patterns in reality known as "humans" or "the Consensus". People
who ignore external reality on the grounds that "all truth is subjective"
tend to have their constituent quarks assimilated by the quark-patterns
we call "tigers".
However, sometimes it's important to remember that tigers only exist
in the Consensus. Suppose someone asks you for a definition of a
"tiger", and you give them a definition that works 99.99% of the time -
"big orange cat thingy with stripes". Then whoever it is paints a
tiger green and says, "Ha, ha! Your definition is wrong!" What
I would do in this case is give a more precise definition based on genetics,
behavior patterns, and so on, but then you have cyborg tigers and mutant
tigers. At that point, it becomes important to remember that it's
"just" the Consensus. You shouldn't expect things in the Consensus
to have perfect mathematical definitions. Evolution doesn't select
for tigers, or tiger-perceiving minds, that have philosophically elegant
definitions; evolution selects whatever works most of the time.
So why does the Consensus work? Because of a fundamental rule
of °reductholism: Forget about definitions.
Anything true "by definition" is a tautology, and bears no relation to
external reality - does not even refer to external reality.
Forget about definitions, and if you find that some cognitive perception
is inherently °subjective or °observer-dependent
- that the perception relies on qualities that exist only in the mind of
the observer - then relax and accept it as being useful to intelligence
most of the time, and don't go into philosophical fits. It isn't
real,
after all, so why should you worry?
Hey, that's life in the Consensus.
| DEFN: | Consensus: The Consensus is the world of shared perceptions that humanity inhabits. Things in the Consensus aren't really really real, but they usually correspond tightly to reality - enough to make the rules about what you can and can't say just as strict. What distinguishes the Consensus from actual reality is that there is no a priori reason why things should be formalizable, philosophically coherent, or unambiguous. |
A human has a visual cortex, an auditory cortex, a sensorimotor
cortex - areas of the brain specifically devoted to particular senses.
Each such "cortex" is composed of neural modules which extract important
mid-level and high-level features from the low-level data, in a way determined
by the "laws of physics" of that domain. The visual cortex and associated
areas (20)
are by far the best-understood parts of the brain, so that's what we'll
use for an example.
Visual information starts out as light hitting the retina; the resulting
information can be thought of as being analogous to a two-dimensional array
of pixels (although the neural "pixels" aren't rectangular). "Low-level"
feature extraction starts right in the retina, with neurons that respond
to edges, intensity changes, light spots, dark spots, et cetera.
From this new representation - the 2D pixels, plus features like edges,
light spots, and so on - the lateral geniculate nucleus and striate cortex
extract mid-level features such as edge orientation, movement, direction
of moving features, textures, the curvature of textured surfaces, shading,
and binocular perception. This information yields °David Marr's
two-and-a-half-dimensional world, which is composed of scattered facts
about the three-dimensional properties of two-dimensional features - this
is a continuous surface, this surface is curving away and to the left,
these two surfaces meet to form an edge, these three edges meet to form
a corner.
Finally, a 3D representation of moving objects is constructed from the
2.5D world. Constraint propagation: If the 3D interpretation
of one corner requires an edge to be convex, then that edge cannot be concave
in another corner. Object assembly: Multiple surfaces that
move at the same speed, or that move in a fashion consistent with rotation,
are part of a single object. Consistency: An object (or an
edge, or a surface) cannot simultaneously be moving in two directions.
The resulting 3D representation, still bound to the 2.5D features and
the 2D pixels, is sent to the temporal cortex for object recognition and
to the parietal cortex for spatial visualization.
The visual cortex is the foundation of one of the seven senses.
(Yes, at least seven. In addition to sight, sound, taste, smell,
and touch, there's proprioception (the nerves that tell us where our arms
and legs are) and the vestibular sense (the inner ear's inertial motion-detectors).
(21).) The neural areas
that are devoted solely to processing one sense or another account
for a huge chunk of the human cortex. In the modular partitioning
of the human brain, the single most common type of module is a sensory
modality, or a piece of one. This demonstrates a fundamental lesson
about minds in general.
Classical AI programs, particularly "expert systems", are often partitioned
into microtheories. A microtheory is a body of knowledge, i.e. a
big semantic net, e.g. propositional logic, a.k.a. suggestively named LISP
tokens. A typical microtheory subject is a human specialty, such
as "cars" or "childhood diseases" or "oil refineries". The content
of knowledge typically consists of what would, in a human, be very high-level,
heuristic statements: "A child that is sick on Saturday is more likely
to be seriously ill than a child who's sick on a schoolday."
How do the microtheory-based modules of classical AI differ from the
sensory
modules that are common in the human mind? How does a "microtheory
of vision" differ from a "visual cortex"? Why did the microtheory
approach fail?
There are two fundamental clues that, in retrospect, should have alerted
expert-system theorists ("knowledge engineers") that something was wrong.
First, microtheories attempt to embody high-level rules of reasoning -
heuristics that require a lot of pre-existing content in the world-model.
The visual cortex doesn't know about butterflies; it knows about edge-detection.
The visual cortex doesn't contain a preprogrammed picture of a butterfly;
it contains the feature-extractors that let you look at a butterfly, parse
it as a distinct object standing out against the background, remember that
object apart from the background, and reconstruct a picture of that object
from memory. We are not born with experience of butterflies; we are
born with the visual cortex that gives us the capability to experience
and remember butterflies. The visual cortex is not visual knowledge;
it is the space in which visual knowledge exists.
The second, deeper problem follows from the first. All of an expert
system's microtheories have the same underlying data structures (in this
case, propositional logic), acted on by the same underlying procedures
(in this case, a few rules of °Bayesian reasoning).
Why separate something into distinct modules if they all use the
same data structures and the same functions? Shouldn't a real program
have more than one real module?
I'm not suggesting that data formats and modules be proliferated because
this will magically make the program work better. Any competent programmer
knows not to use two data formats where one will do. But if the data
and processes aren't complex enough to seize the programmer by the throat
and force a modular architecture, then the program is too simple
to give rise to real intelligence.
Besides, a single-module architecture certainly isn't the way
the brain does it. Maybe there's some ingenious way to represent
auditory and visual information using a single underlying data structure.
If we can get away with it, great. But if no act of genius is required
to solve the very deep problem of getting domain-specific representations
to interact usefully, if the problem is "solved" because all the content
of thought takes the form of propositional logic, if all the behaviors
can fit comfortably into a single programmatic module - then the program
doesn't have enough complexity to be a decent video game, much less an
AI. (22).
We shouldn't be too harsh on the classical-AI researchers. Building
an AI that operates on "pure logic" - no sensory modalities, no equivalent
to the visual cortex - was worth trying. As Ed Regis would say, it
had a certain hubristic appeal. Why does human thought use the visual
cortex? Because it's there! After all, if you've already evolved
a visual cortex, further adaptations will naturally take advantage of it.
It doesn't mean that an engineer, working ab initio, must be bound
by the human way of doing things.
But it didn't work. The recipe for intelligence presented by GISAI
assumes an AI that possesses equivalents to the visual cortex, auditory
cortex, and so on. Not necessarily these particular cortices;
after all, Helen Keller (who was blind and deaf, and spoke in hand signs)
learned to think intelligently. But even Helen Keller had proprioception,
and thus a parietal lobe for spatial orientations; she had a sense of touch,
which she could use to "listen" to sign language; she could use the sensory
modalities she had to perceive signed symbols, and form symbols internally,
and string those symbols together to form sentences, and think. (23) Some equivalent of
some
type of "cortex" is necessary to the GISAI design.
"Cortex" is a specifically neurological term referring to the surface
area of the brain, and therefore I will use the term "sensory modality",
or "modality", instead of cortex.
| DEFN: | Modality: Modalities in an AI are analogous to human cortices - visual cortex, auditory cortex, et cetera - enabling the AI to visualize processes in the target domain. Modalities capture, not high-level knowledge, but low-level behaviors. A modality has data structures suited to representing the target domain, and °codelets or processing stages which extract higher-level features from raw data. |
Why does an AI need a visual modality? Because the human visual cortex and associated neuroanatomy - our visual modality - is what makes our thoughts of 2D and 3D objects real. Drew McDermott, in Artificial Intelligence Meets Natural Stupidity, pointed out that, just because a LISP token is labeled with the character string "hamburger", it does not mean that the program understands hamburgers. The program has not even noticed hamburgers. If the symbol were called G0025 instead of hamburger, nobody would ever be able to figure out that the token was supposed to represent a hamburger.
When two objects collide, we don't just have a bit of propositional logic that says collide(car, truck); we imagine two moving objects. We model 2D pixels and 3D features and visualize the objects crashing together. The edges touch, not as touch(edge-of(car), edge-of(truck)), but as two curves meeting and deforming at all the individual points along the edge. You could successfully look at a human brain and deduce that the neurons in question were modelling edges and colliding objects; this is, in fact, what visual neuroanatomists do. But if you did the same to a classical AI, if you stripped away the handy English variable names from the propositional logic, you'd be left with G0025(Q0423, U0111) and H0096(D0103(Q0423), D0103(U0111)). No amount of reasoning could bind those cryptic numbers to real-world cars or trucks.
Furthermore, our visual cortex is useful for more than vision. Philosophy
in the Flesh (George Lakoff and Mark Johnson) talks about the Source-Path-Goal pattern (24) - a trajector that moves, a starting
point, a goal, a route; the position of the trajector at a given time,
the direction at that time, the actual final destination... Philosophy
in the Flesh also talks about "internal spatial 'logic' and built-in
inferences": If you traverse a route, you have been at all locations
along the route; if you travel from A to B and B to C, you have traveled
from A to C; if X and Y are traveling along a direct route from A to B
and X passes Y, then X is further from A and closer to B than Y is.
These are all behaviors of spatial reality. Classical AI
would attempt to capture descriptions of this behavior; i.e. "if
travel(X,
A, B) and travel(X, B, C) then travel(X, A, C)".
The problem is that the low-level elements (pixels, trajectors, velocities)
making up the model can yield a nearly infinite number of high-level behaviors,
all of which - under the classical-AI method - must be described independently.
If A is-contained-in B, it can't get out - unless B has-a-hole.
Unless A is-larger-than the hole. Unless A can-turn-on-its-side
or the hole is-flexible. Trying to describe all the possible
behaviors exhibited by the high-level characteristics, without directly
simulating the underlying reality, is like trying to design a CPU that
multiplies two 32-bit numbers using a doubly-indexed lookup table with
2^64 (around eighteen billion billion) entries.
Real CPUs take advantage of the fact that 32-bit numbers are made of
bits.
This enables transistors to multiply using the wedding-cake method (or
whatever it is modern CPU designs use). A 32-bit number is not a
monolithic object. The numerical interpretation of 32 binary digits
is not intrinsic, but rather a high-level characteristic, an observation,
an abstraction. The individual bits interact, and yield a 32-bit
(or 64-bit) result which can then be interpreted as the resulting number.
The computer can multiply 9825 by 767 and get 7535775, not because someone
told
it that 9825 times 767 is 7535775, but because someone told it about how
to multiply the individual bits.
A visual modality grants the power to observe, predict, decide, and
manipulate objects moving in trajectories, not because the modality captures
knowledge
of high-level characteristics, but because the modality has elements which
behave
in the same way as the external reality. An AI with a visual modality
has the potential to understand the concept of "closer", not because it
has vast stores of propositional logic about closer(A, B), but
because the model of A and B is composed of actual pixels which
are actually getting closer. (25).
Source-Path-Goal is not just a visual pattern. It is a
metaphor
that applies to almost any effort. Force and
resistance
aren't just people pushing carts, they're companies pushing products.
Source-Path-Goal applies not just to walking to Manhattan, but a programmer
struggling to write an application that conforms to the requirements spec.
It applies to the progress of these very words, moving across the screen
as I type them, decreasing the distance to the goal of a publishable Web
page. Furthermore, the visual metaphor is in many cases a useful
metaphor, one which binds predictively. (26). A metaphor is useful
when it involves, not just a similarity of high-level characteristics,
but a similarity of low-level elements, or a single underlying cause.
(See previous footnote.) The visual metaphor that maps the behavior
of a programming task to the Source-Path-Goal pattern (a visual object
moving along a visual line) is useful if some measure of "task completed"
can be mapped to the quantitative position of the trajector, and the perceived
velocity used to (correctly!) predict the amount of time remaining on the
task.
Of course, one must realize that having a visual modality is Necessary,
But Not Sufficient, to pulling that kind of stunt. In such cases,
noticing
the analogy is ninety percent of the creativity. The atomic case
of such noticing would consist of generating models at random, either by
generating random data sets or by randomly mixing previously acquired models,
until some covariance, some similarity, is noticed between the model and
the reality. And then the AI says "Eureka!"
Of course, except for very simple metaphors, the search space is too
large for blind constructs to ever match up with reality. It is more
often necessary to deliberately construct a model - in this case, a visual
model - whose behaviors correspond to reality. Discussion of such
higher-level reasoning doesn't belong in the section on "sensory modalities",
but being able to "deliberately construct" anything requires a way
to manipulate the visual model. In addition to the hardware/code
for taking the external action of "draw a square on the sheet of
paper", a mind requires the hardware/code to take the internal action
of "imagine a square". The consequence, in terms of how sensory modalities
are programmed, is that feature extraction needs to be reversible.
Not all of the features all of the time, of course, but for
the cognitive act of visualization to be possible, there must be
a mechanism whereby the perception that detects the "line" feature has
an inverse function that constructs a line, or transforms something else
into a line.
Feature reconstruction is much more difficult to program than feature
extraction. More computationally intensive, too. It's the difference
between multiplying the low-level elements of "7" and "17", and reconstructing
two low-level elements which could have yielded the high-level feature
of "119". This may be one of the reasons why thalamocortical sensory
pathways are always reciprocated by corticothalamic projections of equal
or greater size; for example, a cat has 10^6 neural fibers leading from
the lateral geniculate nucleus to the visual cortex, but 10^7 fibers going
in the reverse direction. (27).
Even a complete sensory modality, capable of perception and visualization,
is useless without the rest of the AI. "Necessary, But Not Sufficient,"
the phrase goes. A modality provides some of the raw material that
concepts are made of - the space in which visualizations exist, but nothing
more. But, granting that the rest of the AI has been done properly,
a visual modality will create the potential to understand the concept of
"closer"; to use the concept of "closer", and heuristics derived from examining
instances of the concept "closer", as a useful visual metaphor for other
tasks; and to use deliberately constructed models, existing in the visual
modality, to ground thinking about generic processes and interactions.
(In other words, when considering a "fork" in chess or an "if" statement
in code, it can be visualized as an object with a Y-shaped trajectory.)
Is a complete visual modality - pixels, edge detectors, surface-texture
decoders, and all - really necessary to engage in spatial reasoning?
Would a world of Newtonian billiard balls, with velocities and collision-detection,
do as well? It would apparently suffice to represent concepts such
as "fork", "if statement", "source-path-goal", "closer", and to create
metaphors for most generic systems composed of discrete objects.
The billiard-ball world has significantly less representative power; it's
harder to understand a "curved trajectory" in spacetime if you can't visualize
a curve in space. (28). But, considering
the sheer programmatic difficulty of coding a visual modality, are metaphors
with billiard balls composed of pixels that superior to metaphors
with billiard balls implemented directly as low-level elements?
Well, yes. In a visual modality, you can switch from round billiard
balls to square billiard balls, visualize them deforming as they touch,
and otherwise "think outside the box". The potential for thinking
outside the box, in this case, exists because the system being modeled
has elements that are represented by high-level visual objects; these high-level
visual objects in turn are composed of mid-level visual features which
are composed of low-level visual elements. This provides wiggle room
for creativity.
Consider the famous puzzle with nine dots arranged in a square, where
you're supposed to draw four straight lines, without lifting pen from paper,
to connect the dots. (29). To solve
the puzzle one must "think outside the box" - that is, draw lines which
extend beyond the confines of the square. A conventional computer
program written to solve this problem would probably contain the "box"
as an assumption built into the code, which is why computers have a reputation
for lack of creativity. (30).
A billiard-ball metaphor, even assuming that it could represent lines,
might run into the same problem.
I suspect that many solvers of the nine-dot problem reach their insight
because a particular configuration of tried-out lines suggests an incomplete
triangle whose corners lie outside the box. "Seeing" an "incomplete
triangle" is an optical illusion, which is to say that it's the
result of high-level features being triggered and suggesting mid-level
features - in this case, some extra lines that turn out to be the solution
to the problem. Sure, you can make up ways that this could happen
in a billiards modality, but then the billiards modality starts looking
like a visual cortex. The point is that, for our particular human
style of creativity, it is Necessary (But Not Sufficient) to have a modality
with rich "extraneous" perceptions, and where high-level objects in the
metaphor can be made to do unconventional things by mentally manipulating
the low-level elements. (Even so, it would make development sense
to start out with a billiards modality and work up to vision gradually.)
There are two final reasons for giving a seed AI sensory modalities:
First, the possession of a codic modality may improve the AI's understanding
of source code, at least until the AI is smart enough to make its own decisions
about the balance between slow-conscious and fast-autonomic thought.
Second, as will be discussed later, thoughts don't start out as abstract;
they reach what we would consider the "abstract" level by climbing a layer
cake of ideas. That layer cake starts with the non-abstract, autonomic
intuitions and perceptions of the world described by modalities.
The concrete world provided by modalities is what enables the AI to learn
its way up to tackling abstract problems.
| NOTE: | One of the greatest advantages of
seed AI - second only to recursive self-improvement - is going
beyond the human sensory modalities. It's possible to create a sensory
modality for source code. The converse is also true: Various
processes that are autonomic in humans - memory storage, symbol formation
- can become sensory modalities subject to deliberate manipulation.
In programmatic terms, any program module with a coherent set of data structures and an API, which could benefit from higher-level thinking, is a candidate for transformation into a modality with world-model-capable representations, feature extraction, reversible features to allow mental actions, and the other design characteristics required to support concept formation. |
Modalities in the human brain are mostly preprogrammed, as opposed to learned. (Human modalities require external stimuli to grow into their preprogrammed organization, but this is not the same as learning.) Individual neural signals can have meanings that are visible and understandable to an eavesdropper. Programmers may legitimately take the risk of creating modalities through deliberate programming, with low-level elements that correspond to data structures, and human-written procedures for feature extraction.
Within °GISAI, the term concept is used to refer to the kind of mental stuff that exists as a pattern in the modality. A learned sequence of instructions that reconstructs a generic, abstracted "light bulb" in the visual modality is a concept. Symbols, categories, and some memories are concepts. (Despite common usage, "concept" might technically refer to non-declarative mental stuff such as a human cognitive reflex or a human motor skill. However, in a seed AI, where everything is open to introspection, it makes sense to call the equivalents of human reflexes or skills "concepts".) Concepts are patterns, learned or preprogrammed, that exist in long-term storage and can be retrieved.
A structure of concepts creates a thought. The archetypal example, in humans, is words coming together to form sentences. Thoughts are visualized; they operate within the RAM of the mind, the "workspace" represented by available content capacity in the sensory modalities, commonly called "short-term memory" or "working memory". (The capacity of working memory in AIs is not determined by available RAM, but by available CPU capacity to perform feature extraction on the contents of memory. If you have the data structures without the feature extraction, the AI won't notice the information.) Thoughts manipulate the world-model.
In humans, at least, it's hard to draw clean boundaries between thoughts
and concepts. (31). The experience of hearing the word for a single
concept, such as "triangle", is not necessarily a mere concept; it may
be more valid to view it as a thought composed of the single concept "triangle".
And, although some concepts are formed by categorizing directly from sense
perception, more abstract concepts such as "three" probably occur first
as deliberate thoughts. We'll be discussing both types in this section.
In chemistry, abstract means remove; to "abstract" an
atom from a molecule means to take it away. Use of the term "abstract"
to describe the process of forming concepts implies two assumptions:
First, to create a concept is to generalize; second, to generalize
is to lose information. It implies that, to form the concept
of "red", it is necessary to ignore other high-level features such as shape
and size, and focus only on color.
This is the classical-AI view of abstraction, and we should therefore
be suspicious of it. On the other hand, our mechanisms for abstraction
can
learn the concept for "red". In a being with a visual modality, this
concept would consist of a piece of mindstuff that had learned to distinguish
between red objects and non-red objects. Since redness is detected
directly as a low-level feature, it shouldn't be very hard to train a piece
of mindstuff to thus distinguish - whether the mindstuff is made of trainable
neurons, evolving code, or whatever. A neural net needs to learn
to fire when the "red" feature is present, and not otherwise; a piece of
code only needs to evolve to test for the presence of the redness feature.
At most, "red" might also require testing for solid-color or same-hue groupings.
Given a visual modality, the concept of "red" lies very close to the surface.
Of course, to have a real concept for "red", it's not enough to distinguish
between red and non-red. The concept has to be applicable;
you have to be able to apply it to visualizations, as in "red dog".
You also need a default exemplar (32) for "red"; and an extreme exemplar
for "red"; and memories of experiences that are stereotypically red, such
as stoplights and blood. (For all we know, leaving out any one of
these would be enough to totally hose the flow of cognition.) Again,
these features lie close to the surface of a visual modality. "Red"
would be one of the easiest features to make reversible, with little additional
computational cost involved; just set the hue of all colors to a red value.
(Although hopefully in such a way as to preserve all detected edges, contrasts,
and so on. Making everything exactly the same color would
destroy non-color features.) The default exemplar for red can be
a red blob, or a red light; the extreme exemplar for red may be the same
as the default exemplar, or it may be a more intensely red blob.
And the stereotypically red objects, such as stoplights and blood, are
the objects in which the redness is important, and much remarked upon.
(33).
For the moment, however, let's concentrate on the problem of forming
categories. The conventional wisdom states that categorization consists
of generalization, and that generalization consists of focusing on particular
features at the expense of others.
We'll use the microdomain of letter-strings as an example. To
generalize from the instances {"aaa", "bbb", "ccc"} to form the category
"strings-of-three-equal-letters", the information about which letter
must be abstracted, or lost, from the model. Actually, this misstates
the problem. If you lose that information on a letter-by-letter basis,
then "aaa" and "aab" both look like "***". What's needed is for the
letter-string modality to first extract the features of "group-of-equal-letters",
"number=3", and "letter=b", after which the concept can lose the
last feature or focus on the first two. If the second feature,
"number", is also lost, then the result is an even more general concept,
"strings-of-equal-letters". Of course, this concept is precisely
identical to the modality's built-in feature-detector for "group-of-equal-letters",
which again points up that only very simple conceptual categories, lying
very close to the surface of the modality's preprogrammed assumptions about
which features are important, can be implemented by direct information-loss.
To examine a more complex concept, we'll look at the example of "three".
To a twenty-first-century human, trained in arithmetic and mathematics,
the concept of "three" has enormous richness. It must therefore be
emphasized that we are dealing solely with the concept of "three", and
that a mind can understand "three" without understanding "two" or "four"
or "number" or "addition" or "multiplication". A mind may have the
concept "three" and the concept "two" without noticing any similarity between
them, much less having the aha! that these concepts should go together
under the heading "number". If a mind somehow manages to pick up
the categories of groups-of-three-dogs and groups-of-three-cats, it doesn't
follow that the mind will generalize to the category of "three".
To think about infant-level or child-level AIs, or for that matter to
teach human children, it's necessary to slow down and forget about what
seems "natural". It's necessary to make a conscious separation between
ideas - ideas that, to humans, seem so close together that it takes a deliberate
effort to see the distance.
Just because the AI exists on a machine performing billions of arithmetical
operations per second doesn't mean that the AI itself must understand arithmetic
or "three". (John Searle, take note!) Even if the AI has a
codic modality which grants it direct access to numerical operations, it
doesn't necessarily understand "three". If every modality were programmed
with feature-extractors that counted up the number of objects in every
grouping, and output the result as (say) the tag "number: three", the AI
might still fail to really understand "three", since such an AI
would be unable to count objects that weren't represented directly in some
modality. An AI that learns the concept of "three" is more
likely to notice not just three apples but that °ve (the
AI) is currently thinking three thoughts. A preprogrammed concept
only notices what the programmer was thinking about when he or she wrote
the program.
What is "three", then? How would the concept of "three" be learned
by an AI whose modalities made no direct reference to numbers - whose modalities,
in fact, were designed by a programmer who wasn't thinking about numbers
at the time? How can such a simple concept be decomposed into something
even simpler?
There's an AI called "°Copycat",
written by Melanie Mitchell and conceived by Douglas
R. Hofstadter, that tries to solve analogy problems in the microdomain
of letter-strings. If you tell Copycat: "'abc' goes to 'abd';
what does 'bcd' go to?", it will answer "'bce'". It can handle much
harder problems, too. (See °Copycat in the glossary.)
Copycat is a really fascinating AI, and you can read about it in Metamagical
Themas, or read the source
code (it's a good read, and available as plain text online - no decompression
required). If you do look at the source code, or even just browse
the list of filenames, you'll see the names of some very fundamental cognitive
entities. There are "bonds", "groups", and "correspondences".
There are "descriptors" (and "distinguishing descriptors") and "mappings",
and all sorts of interesting things.
Without going too far into the details of Copycat, I believe that some
of the mental objects in Copycat are primitive enough to lie very close
to the foundations of cognition. Copycat measures numbers directly
(although it can only count up to five), but that's not the feature we're
interested in. Copycat was designed to understand relations and invent
analogies. It can notice when two letters occupy "the same position"
in a letter-string, and can also notice when two letters occupy "the same
role" in a higher-order mental construct. It can notice that "c"
in "abc" and "d" in "abd" and "d" in "bcd" all occupy the same position.
It can understand the concept of "the same role", if faced by an analogy
problem which forces it to do so. For example: If "abc" goes
to "abd", what does "pqrs" go to? Copycat sees that "c" and "s" occupy
the same role, even though they no longer occupy the same numerical position
in the string, and so replies "pqrt".
Correspondences and roles and mappings are probably
autonomically-detected features on the modality-level (as well as being
very advanced concepts in cognitive science). Intuitive, directly
perceived correspondences allow two images in the same modality to be compared,
and that is a basic part of what makes a modality go.
These intuitions obey certain underlying cognitive pressures (also modeled
by the Copycat project): If two high-level structures are equal,
then the low-level structures should be mapped to each other. Symmetry,
which - very loosely defined - is the idea that each of these low-level
mappings should be the same. If one is reflected, they should all
be reflected, and so on. Completeness: You shouldn't
map five elements to each other but leave the sixth elements dangling.
Copycat shows an example of how to implement this class of cognitive
intuitions using conflict-detectors, equality-detectors, and a feature
called a "computational temperature". Roughly speaking, conflicts
raise the temperature and good structures lower the temperature.
The higher the temperature, the more easily cognitive perceptions break
- the more easily groups and bonds and mappings dissolve. Lower temperatures
indicate better answers, and thus answers are more persistent - perceived
pieces of the answer in the cognitive workspace are harder to break.
Copycat's intuitions may not have the same flexibility or insight as a
human consciously trying to solve a "symmetry problem" or a "completeness
problem", but they do arguably match a human's unconscious intuitions
about analogy problems. Each low-level built-in cognitive ability
has its analogue as a high-level thought-based skill, and it is dangerous
to confuse the standards to which the two are held.
We now return to the concept of "three". We'll suppose for the
moment that we're operating in a Newtonian billiard-ball modality, and
that we want the AI to learn to recognize three billiard balls.
The first concept learned for "three" might look like this:
The mental image on the left is an "exemplar" (or "prototype"), attached
to the three concept and stored in memory. The mental image
on the right is the target, containing the objects actually being counted.
The concept of "three" is satisfied when correspondences can be drawn between
each object in the three-exemplar and each object in the target image.
If the target image contains two objects, a dangling object will be detected
in the three-exemplar image, and the concept will not be satisfied.
If the target image contains four objects, then a dangling object will
be detected in the target image. (34).
This isn't a full answer to the "problem of three", of course.
A full answer would also consider the question of how to computationally
implement a "unique correspondence" in a non-fragile way; how to distinguish
each object from the background; how to apply the three-concept
to a mental image formerly containing two or four objects to yield a new
mental image containing three objects; how to retrieve the exemplar from
memory; how to extend the intuition of "unique correspondence" across modalities.
And the type of mindstuff needed to implement these instructions in a non-fragile
way; and how the exemplar and concept were created or learned in the first
place.
In fact, the problem of three is so complicated that it would probably
be first solved by conscious thought, and compiled into a concept afterwards.
This adds the problem of figuring out how the thoughts got started; what
types of task would force a mind to notice "three" and evolve a definition
like that above; and how the skill gets compiled into a pattern.
Also, an understanding of three that generalizes from the concept
"three billiard balls" to the concept "three groups of three billiard balls"
means asking what kind of problem would force the generalization.
It means asking how the generalization would take place inside the thought-based
skill or mindstuff-based concept; how the need to generalize would translate
into a cognitive pressure, and how that pressure would apply to a piece
of the mindstuff-code, and how that piece would correctly shift under pressure.
And then there are questions about moving towards the adult-human understanding
of "three", such as noticing that it doesn't matter which
particular
billiard ball A corresponds to which billiard ball B.
However, the diagram above does constitute a major leap forward in solving
the problem. It is a functional decomposition of three, one that
invokes more basic forces such as unique correspondence and exemplar retrieval.
It is a concept that could be learned even by an AI whose programmers had
never heard of numbers, or whose programmers weren't thinking about numbers
at the time. It is a concept that can mutate in useful ways.
By relaxing the requirement of no dangling objects in the exemplar, we
get "less than or equal to three". By relaxing the requirement of
no dangling objects in the target image, we get "greater than or equal
to three". By requiring a dangling object in the target image, we
get "more than three". By comparing two images, instead of a exemplar
and an image, we get "same number as" (35),
and from there "less than" or "less than or equal to".
In fact, examining some of these mutations suggests a real-world path
to threeness. The general rule is that concepts don't get invented
until they're useful. Many physical tasks in our world require equal
numbers of something; four pegs for four holes, and so on. The task
of perceiving a particular number of "holes" and selecting, in advance,
the correct number of pegs, might force the AI to develop the concept of
corresponding sets, or sets that contain the same number of objects.
The spatial fact that two pegs can't go in the same hole, and that one
peg can't go in two holes, would be a force acting to create the perception
of unique (one-to-one) correspondences. "Corresponding-sets" would
probably be the first concept formed. After that, if it were useful
to do so, would come a tendency to categorize sets into classes of corresponding
sets, when it was useful to do so; after that would come the selection
of a three-exemplar and the concept of three.
The decomposition of three in the above graphic is not the most efficient
concept for three. It is simply the most easily evolved. After
the formation of the exemplar-and-comparision concept for three would come
a more efficient procedure: Counting.
To evolve the counting
concept requires that the counting skill
be developed, which occurs on the thought-level, which thought in turn
requires a more sophisticated concept-level depiction of three.
It requires that one and two have also been developed, and
that one and two and three have been generalized into
number.
Once this occurs, and the AI has been playing around with numbers for a
while, it may notice that any group of three objects contains a group of
two objects. It may manage to form the concept of "one-more-than",
an insight that would probably be triggered by watching the number of a
group change as additional objects are added. It might even notice
that physical processes which add one object at a time always result in
the same sequence of numerical descriptions: "One, two, three, four..."
If multiple experiences of such physical processes can be generalized,
and an exemplar experience of the process selected and applied, the result
might be a counting procedure like that taught to human children: Tag
an object as counted and say the word 'one'; tag another object as counted
and say 'two'; tag another object as counted and say the word that, in
the learned auditory chanting sequence, comes after 'two'; and so on.
Do not re-count any object that has already been tagged as "counted".
The last word said aloud is the number of the group. This method
is more efficient than checking unique correspondences, and the method
also reflects a deeper understanding of numbers.
Finally, once "three" has been used long enough, it's likely that a
human brain evolves some type of neural substrate for seeing threeness
directly. That is, some piece of the human visual modality - probably
the object-recognition system in the temporal lobe, but that's just a wild
guess - learns to respond to groups of three objects. (Larger numbers
like "five" or "six" are harder to recognize directly - that is, without
counting - unless the objects are arranged in stereotypical five-patterns
and six-patterns, like those on the sides of dice.) The analogue
for an AI might be a piece of code (or assembly language, or a neural net
- you know, mindstuff) that counts items directly.
However, even if the AI eventually creates a highly-optimized counting
method, implemented directly, the previous definitions of the concept will
still exist. When new situations are encountered, new situations
that force the extension of the concept, the mind can switch from the optimized
method to the methods that reflect underlying causes and underlying substrate.
If necessary, the problem can rise all the way to the level of conscious
perception, so that the deliberate, thought-level methods - the thoughts
from which the concepts first arose - are used. The experiences that
underlie the original definition, the experience of noticing the definition,
the experience of using the definition - all can be reviewed. This
is why a concept is so much richer, so much more powerful, if it's learned
instead of preprogrammed. It's why learned, rich concepts are so
much more flexible, so much likelier to mutate and evolve and spin
off interesting specializations and generalizations and variations.
It's why learned concepts are more useful when a mind encounters special
cases and has to resort to high-level reasoning. It's why high-level
cognitive objects are vastly more powerful, more real, than the
flat, naked "predicate calculus" of classical AI.
Thus the idea of "information-loss" or "focus" is cast in a different
light. Sure, calling something a three-group, or placing it into
the three-category, can be said to "lose" a lot of information - in information-theoretical
terms, you've moved from specifying the distinct and individual object
to specifying a member of the class of things that can be described by
"three". In classical-AI terms, you've decided to focus on the feature
called "number" and not any of the other features of the object.
But to label a rich, complex, multi-step act of perception "information
loss" borders on perversion. Seeing the "threeness" of a group doesn't
destroy
information, it adds information. One perceives everything
that was previously known about the object, and its threeness as well;
nor could that threeness be "focused" on, until the methods for perceiving
threeness were learned.
Neural networks, when perturbed, are known to seek out what might be
called "minimal-energy states". A network-relaxation model of concept
combination could be computationally realistic - an operation that neurons
can accomplish in the 200 operations-per-second timescale. My current
hypothesis for the basic neural operation in concept-combination is the
resonance.
A neural resonance circuit - perhaps not a physical, synaptic circuit,
but a virtual message-passing circuit, established by one of the higher-level
neural communication methods (binding by neural synchrony, maybe) - can
either resonate positively, reinforcing that part of the concept-combination,
or resonate negatively, generating a conflict. My guess at the network-relaxation
method resembles the "potential energy surface" of chemistry in that multiple,
superposed alternatives are tried out simultaneously, so that the minima-seeking
resembles a flowing liquid rather than a rolling ball.
The high-level, salient facets of the concepts being combined are combined
first. These high-level features then visualize the mid-level features;
if no conflict is detected, the mid-level features visualize the low-level
features. If a conflict is detected at any level, the conflict propagates
back up to the conflicting high-level or mid-level features causing the
problem. Who wins the conflict? The more salient, more important,
or more useful feature - remember, we're talking about combining two concepts,
each with its own set of features along various dimensions - is selected
as dominant, and the network relaxation algorithm proceeds. When
one concept modifies another, the "more salient" feature is the one specified
by the concept doing the modifying. (Note also that, in casual reading,
not all the facets of a concept may be important, just as you don't fully
visualize every word in a sentence. Only the facets that resonate
with the subject of discussion, with the paragraph, will be visualized.)
In the case of "triangular light bulbs", "triangular" is an adjective.
The concept for "triangle" or "triangular" is modifying the concept of
"light bulb", rather than vice versa. The default exemplar for "light
bulb" - that is, an image of the generic light bulb - is loaded into the
mental workspace, including the visual facet of the exemplar being loaded
into the visual cortex. Next, the concept for "triangular" is applied
to this mental image.
The concept of "triangular", as it refers to physical objects, has a
single facet: It alters the physical shape of the target image.
Note that I say "physical shape", not "visual shape". The default
exemplar for "light bulb" is a mental image - not a mental picture,
but a mental image; in GISAI, an "image" means a representation
in any modality or modalities, not just the visual cortex. The "light
bulb" exemplar is an image of a three-dimensional bulb-shaped object, made
of glass, having a metal plug at the bottom, whose purpose is to emit light.
It is this multimodal mental image that "triangular" modifies, not just
the visual component of the image. In particular, the "shape" facet
of the light-bulb concept, the facet being modified, is a high-level feature
describing the shape of the three-dimensional physical object, not the
shape of the visual image. Thus, modifying the light-bulb shape will
modify the mental image of the physical shape, rather than manipulating
the 2-D visual shape in the visual cortex.
The "triangular" concept, when applied along the dimension of "shape",
manipulates the mental image of the light bulb, changing the 3D model to
be triangle-shaped. However, since the image of a flat light bulb
fails to resonate, "triangle" automatically slips to "pyramid".
(I'm not sure whether this conflict is detected at the mid-level feature
of "flat light bulb", or whether a flat light bulb actually begins to visualize
before the conflict is detected. The slippage happens too fast for
me to be sure. I suspect that "triangular" has slipped to "pyramidal"
before, when applied to three-dimensional mental images; for neural entities,
anything that happens once is likely to happen again. Neurons learn,
and neural thinking wears channels in the neurons. It could be that
the non-flatness of light bulbs is salient because of their bulbous shape,
and that this resonance with non-flatness causes "triangular" to slip to
"pyramidal" before the concept is even applied.)
Pyramids are sharp. I know, from introspection, that the "sharp
pyramidal light-bulb" got all the way down to the visual level before the
conflict was noticed. (The conflict rose to the level of conscious
perception, but was resolved more or less intuitively; I didn't have to
"stop and think". So this is probably still a valid example of concept-level
processes.) The particular conflict: Sharp glass cuts the person
who holds it. We've all had visual experience of sharp glass, and
the associated need for visual recognition and avoidance; t2.3.2: Abstraction is information-loss; abstraction is not information-loss
2.3.3: The concept of "three"

2.3.4: Concept combination and application
"When you hear the phrase "triangular light bulb", you visualize
a triangular light bulb... How do these two symbols combine?
You know that light bulbs are fragile; you have a built-in comprehension
of real-world physics - sometimes called "naive" physics - that enables
you to understand fragility. You understand that the bulb and the
filament are made of different materials; you can somehow attribute non-visual
properties to pieces of the three-dimensional shape hanging in your visual
cortex. If you try to design a triangular light bulb, you'll design
a flourescent triangular loop, or a pyramid-shaped incandescent bulb; in
either case, unlike the default visualization of "triangle", the result
will not have sharp edges. You know that sharp edges, on glass, will
cut the hand that holds it."
How do the concepts of "triangular" and "light-bulb" combine? My
current hypothesis involves what might be called "°reductionist
energy minimization" or "°holistic network relaxation", a
conflict-resolution method that takes cues from both the "potential energy
surface" of chemistry and the "computational temperature" of Copycat.
-- 1.2: Thinking About AI