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Ben Goertzel
CEO, Novamente LLC and Biomind LLC
CTO, Genescient Corp
Co-founder, OpenCog Project
Vice Chairman, Humanity+
Adjunct Research Professor, Xiamen University, China
Advisor, Singularity University and Singularity Institute
OpenCog:
An Open Source Software Framework
&
A Design &Vision for Advanced AGI
Aspects of AGI
• Philosophy of Mind
• Conception of General Intelligence
• Cognitive Architecture
• Software Architecture
• Environment & Tasks
• Developmental Roadmap
Philosophy of Mind
a mind is an evolving, autopoietic, self-referring set of patterns,
associated with a system that’s interpreted as goal-achieving --
including patterns in the system and the world (and emergent
therebetween), and patterns regarding goal-achievement
2006 2010 2012 (?)
Conception of General
Intelligence
Artificial General Intelligence (AGI)
Humans are, in a certain sense, general-purpose rather than
narrowly specialized intelligences…
General intelligence may be loosely conceived as
“The ability of a system to achieve a variety of complex
goals in a variety of complex environments using limited
computational resources -- including goals and
environments that were not anticipated at the time the
system was created.”
memory
prediction
perception
action
goals
a mind uses
and
to do
of what
will achieve its
core operating principle of a general intelligence
Legg and Hutterʼs Definition of
General Intelligence
Universal intelligence is a weighted average over all environments, of the intelligence
of the agent in that environment
The weights assigned to environments are determined by the universal distribution, in
which weight of an environment is (exponentially) inversely proportional to the length
of the shortest program that computes it (on an assumed reference computer)
Goertzelʼs Definition of General
Intelligence
The "pragmatic general intelligence" of an agent is the expected degree to
which will achieve the goals specified in a certain goal distribution, in the
environments specified in a certain environment distribution
Goertzelʼs Definition of Efficient
General Intelligence
The "efficient pragmatic general intelligence" is the expected value over (goal,
environment) pairs, of: the expected degree to which the agent will achieve the goal in the
environment, normalized by the computational expense it will incur in doing so.
In real life, AGI is about making agents with high efficient pragmatic
general intelligence relative to relevant classes of goals and environments
Defining the Intelligence of Real-
World Agents
• Real-world intelligent systems do not always
have explicit rewards or goals
• However, they can be locally approximated
by goal-oriented systems, during each
interval of time, and their intelligence can be
estimated via the intelligence of these
approximants
Defining the “Generality” of an
Agentʼs Intelligence
The extent to which an agentʼs intelligence is
general may be defined as the entropy of its
environment-specific intelligence, evaluated
according to a given prior distribution over
environments
In this approach the generality of a systemʼs
intelligence is orthogonal to its degree of
intelligence
General intelligence
in regard to the
environments &
goals for which
humans evolved,
and in which
humans now
operate, involves
certain key
competencies
Cognitive Architecture
Should we implement AGI via...
-- A single core complex cognitive process,
supported by others as needed
-- Multiple simple processes interacting together,
emergently yielding intelligence... ?
-- A number of complex cognitive processes, interacting
together in a specific way? Glued together perhaps
using probabilistic & economic semantics?
The human brain seems involve a number of complex processes (modelable as algorithmic),
interacting together in specified ways...
Which is critical?
-- The overall cognitive architecture?
-- The power of the learning algorithms?
-- Both? and they have to synergize well?
Which is critical?
-- The particulars of the system’s explicitly implemented
processes and representations?
-- The structures and dynamics that emerge via
complex self-organization, as the system grows and
learns?
-- Both? and they have to synergize well?
MotorSensory
Declarative Episodic AttentionalIntentional Procedural
OpenPsi
DeSTIN
(vision / audition)
Reward
Hierarchy
Motor
Control
Hierarchy
robot
proxy
game
proxy
memory
PLN
(inference)
Pattern
mining
concept
blending
dimensional
embedding
MOSES Hillclimbing Internal
simulation
ECAN
(economic
attention
allocation
Language
processing
Declarative
Probabilistic Logic
Networks,
concept blending,
language
comprehension &
generation
Episodic
internal world
simulation engine
Attentional/
Intentional
economic attention
networks, adaptive
goal hierarchy
Sensory
hierarchy of
memory/
processing units
Procedural
MOSES
(probabilistic
evolutionary
learning),
hillclimbing
cognitive
synergy in
OpenCog
In OpenCog, multiple cognitive
processes act concurrently on the
same knowledge store
Explicit knowledge
representation:
Nodes and links (collectively
“Atoms”) that explicitly
encode individual pieces of
knowledge
Implicit knowledge
representation:
Knowledge that is encoded in the
coordinated structure or
activity of a large set of nodes
and links
Knowledge Representation in OpenCog
Nodes are typed and may
•symbolize entities in the external world embody
simple executable processes
•symbolize abstract concepts
•serve as components in relationship-webs
signifying complex concepts or procedures.
Links are typed and may
•be binary, unary or n-ary
•point to nodes or links;
•embody various types of relationships
between concepts,percepts or actions.
•The network of links is a web of relationships.
The two types of OpenCog Atoms: Nodes and Links
Atoms come with TruthValue and AttentionValue
objects
TruthValue objects come in several forms,
e.g.
Single probability values
SimpleTruthValues, consisting of
(probability, count) pairs
IndefiniteTruthValues, consisting of tuples
(Lower bound, Upper bound, confidence)
DistributionalTruthValues, each
encompassing a first or second order
probability distribution
AttentionValue objects contain
information telling how much processor
time and memory an Atom should get.
Most simply an AttentionValue object
contains
ShortTermImportance (STI) value
telling how much processor time the
Atom should get in the near future
LongTermImportance (LTI) value
telling how important it is to retain the
Atom in memory
VLTI bit telling whether, if the Atom is
removed from RAM, it should be kept on
disk
Each type has its own
semantics
Informally, we may divide
the node types into
multiple “varieties”
The precise collection of
Atom types has changed
over the years as we
have developed the
OpenCog system
Someday, a future version
may learn its own Atom
types
There are multiple
types of Links
Each type has its own
semantics
Informally, we may
divide the link types
into multiple
“varieties”
Member Ben_Goertzel Goertzel_Family
Member Anchovy_Goertzel Goertzel_Family <.8>
("Anchovy" is a rabbit, so her membership degree in the
Goertzel family is less than 1)
AsymmetricHebbianLink Ben_Goertzel insane <.5>
(this means that when "Ben Goertzel" is mentioned, "insane" is often also mentioned)
SymmetricHebbianLink dog pet
SymmetricHebbianLink
	
 ConceptNode: dog
	
 ConceptNode: pet
ContextLink
	
 USA
	
 SymmetricHebbianLink dog pet <.8>
ContextLink
	
 Korea
	
 SymmetricHebbianLink dog pet <.5>
ExecutionLink
	
 +
	
 ListLink 2 3
	
 5
ExecutionLink
	
 SchemaNode: +
	
 ListLink
	
 	
 NumberNode: 2
	
 	
 NumberNode: 3
	
 NumberNode: 5
ExecutionLink
	
 kick
	
 ball_44
ExecutionLink
	
 SchemaNode: kick
	
 SemeNode: ball_44
ExecutionLink
	
 give
	
 ListLink (ChenShuo, ball_44)
InheritanceLink cat animal
InheritanceLink animal cat <.01>
InheritanceLink animal cat <.01,.95>
SubsetLink parrot human <0>
IntensionalInheritanceLink parrot human <.6>
IntensionalInheritanceLink frog human <.03>
EvaluationLink <.8>
	
 PredicateNode: is_silly
	
 SemeNode: Ben_Goertzel
ForAllLink
	
 VariableNode: $X, $Y
	
 ImplicationLink <.7>
	
 	
 AndLink
	
 	
 	
 InheritanceLink $X man
	
 	
 	
 InheritanceLink $Y woman	
	
 	
 	
 EvaluationLink
	
 	
 	
 	
 love	
	
 	
 	
 	
 ListLink ($X, $Y)
	
 	
 EvaluationLink
	
 	
 	
 overestimate <.9>
	
 	
 	
 ListLink
	
 	
 	
 	
 $X
	
 	
 	
 	
 EvaluationLink
	
 	
 	
 	
 	
 beauty
	
 	
 	
 	
 	
 $X
Ben Goertzel is silly
When a man loves a woman, he greatly
overestimates her beauty
MindAgents
are objects that act on the Atomspace: modifying, adding and/or removing Atoms
MindAgents’ activities are scheduled by a Scheduler: the simplest Scheduler
would just cycle through all available MindAgents
OpenCog involves a carefully constructed combination of MindAgents, intended
to reinforce rather than confuse each other!
MOSES Probabilistic Evolutionary
Learning
Combines the power of two leading AI
paradigms: evolutionary and probabilistic
learning
Extremely broad applicability. Successful track
record in bioinformatics, text and data mining,
and virtual agent control.
Moshe Looks 2006 PhD thesis: metacog.org
Probabilistic Logic Networks
A highly general, practical integration of
probability theory and symbolic logic.
Extremely broad applicability. Successful track
record in bio text mining, virtual agent control.
Based on mathematics described in Probabilistic
Logic Networks, published by Springer in 2008
Two Key Algorithms for Procedural and Declarative
Knowledge Creation
Concept
Blending
Map Encapsulation
Economic Attention Allocation
Each node or link in the AtomSpace is tagged with a
probabilistic truth value, and also with an “attention value”,
containing Short-Term Importance and Long-Term
Importance components.
An artificial-economics-based process is used to update
these attention values dynamically -- a complex, adaptive
nonlinear process.
Psi Architecture Overview
figure from “Principles of Synthetic Intelligence” by Joscha Bach
Symbol Grounding in Psi
figure from “Principles of Synthetic Intelligence” by Joscha Bach
Joscha Bach’s MicroPsi Architecture
figure from “Principles of Synthetic Intelligence” by Joscha Bach
Basic net-entity from which
MicroPsi’s node types,
comprising its dynamic
knowledge representation,
are composed
Psi OpenCog
Memory AtomSpace (weighted semantic hypergraph), Procedure repository, space/time
index servers, etc.
Demands Implemented as GroundedPredicateNodes
Urges Called “Ubergoals”, these are also GPNs, with truth values calculated in terms of
corresponding Demands
Urgency For goal Atoms, the ShortTermImportance value indicates urgency
Pleasure A GPN whose internal TV evaluation function compares actual to expected
levels of Ubergoal satisfaction
Goals Atoms (both Ubergoals and learned subgoals) in the system’s GoalPool
Motive Selection Carried out as a function of Economic Attention Allocation, which dispenses STI
funds to goals
Action Selection Similar to in Psi, OpenPsi selects composite procedures to execute based on its
inferences of what may best achieve its goals
Planning Arises as a consequence of multiple cognitive processes, including PLN, MOSES
and ECAN
Modulators
(e.g. activation, resolution level, certainty,
selection threshold)
System parameters, representable as GPNs, with TVs estimated by appropriate
heuristic formulae
Other approaches, e.g. Itamar Arel’s DeSTIN, follow
similar principles with different details -- a general
term I’ve used is “compositional spatiotemporal
deep learning networks”.
These may be hybridized with OpenCog.
adviceinput
below
belowbelow
between
aligned on axis
perpendicular to
mouth-nose-eyes axis
...
visual patterns (e.g.
DeSTIN centroids)
corresponding to
the semantic
perception node
linked to “human
eye”
concept node
phrase node
“human eye”
reference
link
PERCEPTUAL CSDLN
SEMANTIC-PERCEPTUAL
CSDLN
COGNITIVE
SEMANTIC
NETWORK
reference
link
reference
link
semantic HTM nodes/links
formed by pattern mining
perceptual HTM
semantic HTM provides
probabilistic biasing to
perceptual HTM
aligned on axis
perpendicular to
eyes axis
CSDLN = “Compositional
Spatiotemporal Deep Learning
Network, e.g. HTM, DeSTIN,...
grasp object
The motoric hierarchy node corresponding to a
particular set of servomotors, might for instance contain
clusters of paths through configuration space that the
servomotors have historically followed.
MOTORIC CSDLN
SEMANTIC- MOTORIC CSDLN
rotate arm toward object
raise or lower arm toward object
raise or lower arm toward default
position
after
after
before/after/
simultaneous
get object
advice
input
COGNITIVE
SEMANTIC
NETWORK
“get”
phrase nodeconcept node
reference
link
reference
link
reference
link
motor patterns (e.g.
centroids) corresponding
to the semantic motoric
node “raise or lower
arm toward object”
SEMANTIC- MOTORIC CSDLN
SEMANTIC-PERCEPTUAL
CSDLN
SEMANTIC GOAL CSDLN
COGNITIVE
SEMANTIC
NETWORK
possess food
eat food
maintain
appropriate
fullness
get object
(e.g. food)
see food & get food
--> possess food
see food
see meat see sandwich
... ...
“get”Hungry & eat food
--> maintain appropriate fullness
How --->
Helps |
|/
Map formation Goal system Simulation Sensorimotor
pattern recognition
Uncertain inference Creates new concepts
and relationships,
enabling briefer useful
inference trails
Goal refinement
enables more careful
goal-based inference
pruning
- Simulations provide
a method of testing
speculative inferential
conclusions
- Simulations suggest
hypotheses to be
explored via
inference
Creates new concepts and
relationships, enabling
briefer useful inference
trails
Supervised procedure
learning
Creates new
procedures to be used
as modules in candidate
procedures
Goal refinement allows
more precise definition
of fitness functions,
making procedure
learningʼs job easier
Simulation provides a
method of “fitness
estimation” allowing
inexpensive testing of
candidate procedures
Extraction of sensorimotor
patterns allows creation of
abstracted fitness
functions for (inferentially
and simulatively)
evaluating procedures
guiding real-world actions
Attention allocation Creates new concepts
grouping “attentionally
related” memory items,
enabling AA to find
subtler attentional
patterns involving these
nodes
Goal refinement allows
more accurately goal-
driven allocation of
attention
Simulation provides
data for attention
allocation -- allowing
attentional
information to be
extracted from co-
occurences observed
in simulation
Creates concepts grouping
“attentionally related”
memory items, enabling
AA to find subtler
attentional patterns
involving these nodes
Concept creation Creates new concepts
to be fed into other
concept creation
mechanisms
Goal refinement
provides more precise
definition of criteria via
which new concepts are
created
Utility of concepts
may be assessed via
creating simulated
entities embodying
the new concepts
and seeing what they
lead to in simulation
Creates new concepts to
be fed into other concept
creation mechanisms
How --->
Helps |
|/
Uncertain inference Supervised procedure
learning
Attention allocation Concept creation
Uncertain inference NA When inference gets
stuck in an inference trail,
it can ask procedure
learning to learn new
patterns regarding
concepts in the inference
trail (if there is adequate
data regarding the
concepts)
Importance levels allow
pruning of inference trees
Provides new concepts,
allowing briefer useful
inference trails
Supervised procedure
learning
Inference can be used to
allow prior experience to
guide each instance of
procedure learning.
NA Importance levels may be
used to bias choices
made in the course of
procedure learning
(e.g. in OCP, in the fitness
evaluation and
representation-building
phases of MOSES)
Provides new concepts,
allowing compacter
programs using new
concepts in various roles
Attention allocation Enables inference of new
HebbianLinks and
HebbianPredicates from
existing ones
Procedure learning can
recognize patterns in
historical system activity,
which are then used to
build concepts and
relationships guidng
attention allocation
NA Combination of concepts
formed via map
formation, may lead to
new concepts that even
better direct attention
Concept creation Allows inferential
assessment of the value
of new concepts
Procedure learning can
be used to search for
high-quality blends of
existing concepts (using
e.g. inferential and
attentional knowledge in
the fitness functions)
Allows assessment of the
value of new concepts
based on historical
attentional knowledge
NA
How --->
Helps |
|/
Uncertain inference Supervised procedure
learning
Attention allocation Concept creation
Map formation Speculative inference
can help map
formation guess
which maps to hunt
for
Procedure learning can
be used to search for
maps that are more
complex than mere “co-
occurrence”
Attention allocation
provides the raw data for
map formation
No significant direct
synergy
Goal system Inference can carry
out goal refinement
No significant direct
synergy
Flow of importance
among subgoals
determines which
subgoals get used,
versus being forgotten
Concept creation can be
used to provide raw data
for goal refinement (e.g.
a new subgoal that
blends two others)
Simulation In order to provide
data for setting up
simulations, inference
will often be needed
No significant direct
synergy
Attention allocation tells
which portions of a
simulation need to be
run in more detail
No significant direct
synergy
Sensorimotor
pattern recognition
Speculative inference
helps fill in gaps in
sensory data
Procedure learning can
be used to find subtle
patterns in sensorimotor
data
Attention allocation
guides pattern
recognition via indicating
which sensorimotor
stimuli and patterns tend
to be associatively
linked
New concepts may be
created that then are
found to serve as
significant patterns in
sensorimotor data
How --->
Helps |
|/
Map formation Goal system Simulation Sensorimotor
pattern
recognition
Map formation NA Map formation may
focus on finding maps
related to subgoals, and
good subgoal refinement
helps here
No significant
direct synergy
No significant direct synergy
Goal system Concepts formed from
maps may be useful raw
material for forming
subgoals
NA No significant
direct synergy
No significant direct synergy
Simulation No significant direct
synergy
No significant direct
synergy
NA Presence of recognized
sensorimotor patterns may be
used to judge whether a
simulation is sufficiently
accurate
Sensorimotor
pattern
recognition
Concepts formed from
maps may usefully guide
sensorimotor pattern
search
Directing pattern search
toward patterns
pertinent to subgoals,
may make the task far
easier
Patterns
recognized in
simulations may
then be checked
for presence in real
sensorimotor data
NA
Software Architecture
Currently the OpenCog “core
(AtomSpace, scheduler, comms,
saving to disk, etc.) is C++ for Unix,
with an STL-based API
MindAgents are currently
coded in C++ or Python.
Some MindAgents also invoke
external Java processes
Environment & Tasks
2009 AGI Roadmap
Workshop
How Important Is Embodiment?
 Some AI theorists believe that robotic embodiment is necessary for the
achievement of powerful AGI
 Others believe embodiment is entirely unnecessary
 We believe embodiment is extremely convenient for AGI though perhaps
not strictly necessary; and that virtual-world embodiment is an important,
pragmatic and scalable approach to pursue alongside physical-robot
embodiment
Current virtual world platforms have some fairly severe
limitations, which fortunately can be remedied with effort
Object-object interactions
are oversimplified, making
tool use difficult
Agent control relies on animations
and other simplified mechanisms,
rather than having virtual
servomotors associated with each
joint of an agent’s skeleton
Partial solution: Integration of a robot simulator
with a virtual world engine
Player / Gazebo: 3D robot
control + simulation
framework
OpenSim: open-source
virtual world
It seems feasible to replace OpenSim’s physics engine with appropriate components of
Player/Gazebo, and make coordinated OpenSim client modifications
+
Current Virtual Worlds lack fluids, powders,
pastes, fabrics … they donʼt completely implement
“naïve physics”
One likely solution:
bead physics
Spherical beads with
specially designed
adhesion properties can
emulate fluids, fabrics,
pastes, strings, rubber
bands, etc.
Bead physics can be
added to virtual world
physics engines
Possible solution: build robots from “macrocells” --
flexible ball-like units that can stretch into different
shapes, sense the environment, and pass power and
information to each other
Current robots are made mainly of inert parts --
very few of their parts are sensors or actuators...
This shows OpenCog oscillating between the robot's "home" and batteries, as a result of its quests to fulfill integrity and
energy demands respectively. After a few movements back and forth, it also shows the Psi monitor updating graphs of the
Psi variables (note the updates are synchronized between graphs).
This video shows OpenCog spelled out in blocks, as a 3D path finding mission. It also shows the demand for finding a battery
to restore energy.
Subsequent to finding the battery, the avatar asks the player for a battery. The player then pushes a button to make one
appear. A video transition happens where some footage was cut out (involving more observations of the button generating
food), and the video then shows the OpenCog avatar using the button to create food for itself.
Developmental
Roadmap
Piagetan Stages of Development
Piaget Meets Uncertain Inference
• 2011-2012:A Proto-AGIVirtual Agent
• 2013-2014:A Complete, Integrated
Proto-AGI Mind (Piagetan concrete)
• 2015-2016:Advanced Learning and
Reasoning (Piagetan formal)
• 2017-2018: AGI Experts
• 2019-2021: Full-On Human Level AGI
• 2021-2023: Advanced Self-Improvement
(Piagetan reflexive)
• 6 month from start (now): Unity-based minecraft-like world initially built, proxy
to Unity built, 3D pathfinding, frequent subgraph miner designed/built, PLN and
“embodiment” (body-control) systems debugged/refactored, PLN based planner built,
OpenPsi motivation/emotion system implemented
• 12 month (end of 2011): New artwork/animations integrated into world, further
behaviors/interactions for objects scripted/tested, PLN further refactored and simple
temporal/spatial reasoning integrated, reinforcement/imitation learning integrated (and
interface btw this learning and OpenPsi created), dialogue system refactored/
improved, appropriate emotional responses demostrated. Reliable live demo!
• 18 month (mid-2012):Attention allocation integrated, complex planning
demonstrated, learning & reasoning integrated, linguistic question answering and
command demonstrated. Exciting live demo...
• 24 month (end of 2012): Software toolkit built out to enable tractable integration
into games. Demo improvements. OpenCog 1.0 release. Intelligence improvements
OpenCog Hong Kong Project
• 2010: Simplistic integration of OpenCog with Nao robot for navigation, command-
following; implementation of English language generation for OpenCog
• 2011: Re-implementation of Itamar Arel’s team’s DeSTIN architecture in CUDA for
GPU computing: initial version completed June 2011, refinements underway
• 2012-13: Integration of DeSTIN with OpenCog using intermediate “semantic
compositional spatiotemporal deep learning network”; integration of robotic
movement control system with OpenCog
• 2013-2014: OpenCog-powered intelligent robotics
Xiamen University BLISS Lab
Interim Applications
biomedical
informatics
financial
prediction /
analytics
video games /
virtual worlds
robot toys
service robots
information
retrieval
etc. !!!
The natural synergy between advanced AI and gaming/
virtual worlds has been avidly discussed for at least a
decade, and is now finally becoming a practical reality
For a readable journalistic treatment of the
application of machine learning to study longevity in
fruit flies, see
“AIs, Superflies and the Path to Immortality”
in H+ Magazine, hplusmagazine.com
Ensemble based machine learning does well here, but
appropriate OpenCog integration could do much
better by allowing a vast variety of available bio
datasets to be brought to bear on the analysis of any
one dataset.
Ben Goertzel Monash 2011
Ben Goertzel Monash 2011

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Ben Goertzel Monash 2011

  • 1. Ben Goertzel CEO, Novamente LLC and Biomind LLC CTO, Genescient Corp Co-founder, OpenCog Project Vice Chairman, Humanity+ Adjunct Research Professor, Xiamen University, China Advisor, Singularity University and Singularity Institute OpenCog: An Open Source Software Framework & A Design &Vision for Advanced AGI
  • 2. Aspects of AGI • Philosophy of Mind • Conception of General Intelligence • Cognitive Architecture • Software Architecture • Environment & Tasks • Developmental Roadmap
  • 4. a mind is an evolving, autopoietic, self-referring set of patterns, associated with a system that’s interpreted as goal-achieving -- including patterns in the system and the world (and emergent therebetween), and patterns regarding goal-achievement 2006 2010 2012 (?)
  • 6. Artificial General Intelligence (AGI) Humans are, in a certain sense, general-purpose rather than narrowly specialized intelligences… General intelligence may be loosely conceived as “The ability of a system to achieve a variety of complex goals in a variety of complex environments using limited computational resources -- including goals and environments that were not anticipated at the time the system was created.”
  • 7. memory prediction perception action goals a mind uses and to do of what will achieve its core operating principle of a general intelligence
  • 8. Legg and Hutterʼs Definition of General Intelligence Universal intelligence is a weighted average over all environments, of the intelligence of the agent in that environment The weights assigned to environments are determined by the universal distribution, in which weight of an environment is (exponentially) inversely proportional to the length of the shortest program that computes it (on an assumed reference computer)
  • 9. Goertzelʼs Definition of General Intelligence The "pragmatic general intelligence" of an agent is the expected degree to which will achieve the goals specified in a certain goal distribution, in the environments specified in a certain environment distribution
  • 10. Goertzelʼs Definition of Efficient General Intelligence The "efficient pragmatic general intelligence" is the expected value over (goal, environment) pairs, of: the expected degree to which the agent will achieve the goal in the environment, normalized by the computational expense it will incur in doing so. In real life, AGI is about making agents with high efficient pragmatic general intelligence relative to relevant classes of goals and environments
  • 11. Defining the Intelligence of Real- World Agents • Real-world intelligent systems do not always have explicit rewards or goals • However, they can be locally approximated by goal-oriented systems, during each interval of time, and their intelligence can be estimated via the intelligence of these approximants
  • 12. Defining the “Generality” of an Agentʼs Intelligence The extent to which an agentʼs intelligence is general may be defined as the entropy of its environment-specific intelligence, evaluated according to a given prior distribution over environments In this approach the generality of a systemʼs intelligence is orthogonal to its degree of intelligence
  • 13. General intelligence in regard to the environments & goals for which humans evolved, and in which humans now operate, involves certain key competencies
  • 15. Should we implement AGI via... -- A single core complex cognitive process, supported by others as needed -- Multiple simple processes interacting together, emergently yielding intelligence... ? -- A number of complex cognitive processes, interacting together in a specific way? Glued together perhaps using probabilistic & economic semantics? The human brain seems involve a number of complex processes (modelable as algorithmic), interacting together in specified ways...
  • 16. Which is critical? -- The overall cognitive architecture? -- The power of the learning algorithms? -- Both? and they have to synergize well?
  • 17. Which is critical? -- The particulars of the system’s explicitly implemented processes and representations? -- The structures and dynamics that emerge via complex self-organization, as the system grows and learns? -- Both? and they have to synergize well?
  • 18. MotorSensory Declarative Episodic AttentionalIntentional Procedural OpenPsi DeSTIN (vision / audition) Reward Hierarchy Motor Control Hierarchy robot proxy game proxy memory PLN (inference) Pattern mining concept blending dimensional embedding MOSES Hillclimbing Internal simulation ECAN (economic attention allocation Language processing
  • 19. Declarative Probabilistic Logic Networks, concept blending, language comprehension & generation Episodic internal world simulation engine Attentional/ Intentional economic attention networks, adaptive goal hierarchy Sensory hierarchy of memory/ processing units Procedural MOSES (probabilistic evolutionary learning), hillclimbing cognitive synergy in OpenCog In OpenCog, multiple cognitive processes act concurrently on the same knowledge store
  • 20. Explicit knowledge representation: Nodes and links (collectively “Atoms”) that explicitly encode individual pieces of knowledge Implicit knowledge representation: Knowledge that is encoded in the coordinated structure or activity of a large set of nodes and links Knowledge Representation in OpenCog
  • 21. Nodes are typed and may •symbolize entities in the external world embody simple executable processes •symbolize abstract concepts •serve as components in relationship-webs signifying complex concepts or procedures. Links are typed and may •be binary, unary or n-ary •point to nodes or links; •embody various types of relationships between concepts,percepts or actions. •The network of links is a web of relationships. The two types of OpenCog Atoms: Nodes and Links
  • 22. Atoms come with TruthValue and AttentionValue objects TruthValue objects come in several forms, e.g. Single probability values SimpleTruthValues, consisting of (probability, count) pairs IndefiniteTruthValues, consisting of tuples (Lower bound, Upper bound, confidence) DistributionalTruthValues, each encompassing a first or second order probability distribution AttentionValue objects contain information telling how much processor time and memory an Atom should get. Most simply an AttentionValue object contains ShortTermImportance (STI) value telling how much processor time the Atom should get in the near future LongTermImportance (LTI) value telling how important it is to retain the Atom in memory VLTI bit telling whether, if the Atom is removed from RAM, it should be kept on disk
  • 23. Each type has its own semantics Informally, we may divide the node types into multiple “varieties” The precise collection of Atom types has changed over the years as we have developed the OpenCog system Someday, a future version may learn its own Atom types
  • 24. There are multiple types of Links Each type has its own semantics Informally, we may divide the link types into multiple “varieties”
  • 25. Member Ben_Goertzel Goertzel_Family Member Anchovy_Goertzel Goertzel_Family <.8> ("Anchovy" is a rabbit, so her membership degree in the Goertzel family is less than 1)
  • 26. AsymmetricHebbianLink Ben_Goertzel insane <.5> (this means that when "Ben Goertzel" is mentioned, "insane" is often also mentioned) SymmetricHebbianLink dog pet SymmetricHebbianLink ConceptNode: dog ConceptNode: pet ContextLink USA SymmetricHebbianLink dog pet <.8> ContextLink Korea SymmetricHebbianLink dog pet <.5>
  • 27. ExecutionLink + ListLink 2 3 5 ExecutionLink SchemaNode: + ListLink NumberNode: 2 NumberNode: 3 NumberNode: 5 ExecutionLink kick ball_44 ExecutionLink SchemaNode: kick SemeNode: ball_44 ExecutionLink give ListLink (ChenShuo, ball_44)
  • 28. InheritanceLink cat animal InheritanceLink animal cat <.01> InheritanceLink animal cat <.01,.95> SubsetLink parrot human <0> IntensionalInheritanceLink parrot human <.6> IntensionalInheritanceLink frog human <.03>
  • 29. EvaluationLink <.8> PredicateNode: is_silly SemeNode: Ben_Goertzel ForAllLink VariableNode: $X, $Y ImplicationLink <.7> AndLink InheritanceLink $X man InheritanceLink $Y woman EvaluationLink love ListLink ($X, $Y) EvaluationLink overestimate <.9> ListLink $X EvaluationLink beauty $X Ben Goertzel is silly When a man loves a woman, he greatly overestimates her beauty
  • 30. MindAgents are objects that act on the Atomspace: modifying, adding and/or removing Atoms MindAgents’ activities are scheduled by a Scheduler: the simplest Scheduler would just cycle through all available MindAgents OpenCog involves a carefully constructed combination of MindAgents, intended to reinforce rather than confuse each other!
  • 31. MOSES Probabilistic Evolutionary Learning Combines the power of two leading AI paradigms: evolutionary and probabilistic learning Extremely broad applicability. Successful track record in bioinformatics, text and data mining, and virtual agent control. Moshe Looks 2006 PhD thesis: metacog.org Probabilistic Logic Networks A highly general, practical integration of probability theory and symbolic logic. Extremely broad applicability. Successful track record in bio text mining, virtual agent control. Based on mathematics described in Probabilistic Logic Networks, published by Springer in 2008 Two Key Algorithms for Procedural and Declarative Knowledge Creation
  • 34. Economic Attention Allocation Each node or link in the AtomSpace is tagged with a probabilistic truth value, and also with an “attention value”, containing Short-Term Importance and Long-Term Importance components. An artificial-economics-based process is used to update these attention values dynamically -- a complex, adaptive nonlinear process.
  • 35. Psi Architecture Overview figure from “Principles of Synthetic Intelligence” by Joscha Bach
  • 36. Symbol Grounding in Psi figure from “Principles of Synthetic Intelligence” by Joscha Bach
  • 37. Joscha Bach’s MicroPsi Architecture figure from “Principles of Synthetic Intelligence” by Joscha Bach Basic net-entity from which MicroPsi’s node types, comprising its dynamic knowledge representation, are composed
  • 38. Psi OpenCog Memory AtomSpace (weighted semantic hypergraph), Procedure repository, space/time index servers, etc. Demands Implemented as GroundedPredicateNodes Urges Called “Ubergoals”, these are also GPNs, with truth values calculated in terms of corresponding Demands Urgency For goal Atoms, the ShortTermImportance value indicates urgency Pleasure A GPN whose internal TV evaluation function compares actual to expected levels of Ubergoal satisfaction Goals Atoms (both Ubergoals and learned subgoals) in the system’s GoalPool Motive Selection Carried out as a function of Economic Attention Allocation, which dispenses STI funds to goals Action Selection Similar to in Psi, OpenPsi selects composite procedures to execute based on its inferences of what may best achieve its goals Planning Arises as a consequence of multiple cognitive processes, including PLN, MOSES and ECAN Modulators (e.g. activation, resolution level, certainty, selection threshold) System parameters, representable as GPNs, with TVs estimated by appropriate heuristic formulae
  • 39. Other approaches, e.g. Itamar Arel’s DeSTIN, follow similar principles with different details -- a general term I’ve used is “compositional spatiotemporal deep learning networks”. These may be hybridized with OpenCog.
  • 40. adviceinput below belowbelow between aligned on axis perpendicular to mouth-nose-eyes axis ... visual patterns (e.g. DeSTIN centroids) corresponding to the semantic perception node linked to “human eye” concept node phrase node “human eye” reference link PERCEPTUAL CSDLN SEMANTIC-PERCEPTUAL CSDLN COGNITIVE SEMANTIC NETWORK reference link reference link semantic HTM nodes/links formed by pattern mining perceptual HTM semantic HTM provides probabilistic biasing to perceptual HTM aligned on axis perpendicular to eyes axis CSDLN = “Compositional Spatiotemporal Deep Learning Network, e.g. HTM, DeSTIN,...
  • 41. grasp object The motoric hierarchy node corresponding to a particular set of servomotors, might for instance contain clusters of paths through configuration space that the servomotors have historically followed. MOTORIC CSDLN SEMANTIC- MOTORIC CSDLN rotate arm toward object raise or lower arm toward object raise or lower arm toward default position after after before/after/ simultaneous get object advice input COGNITIVE SEMANTIC NETWORK “get” phrase nodeconcept node reference link reference link reference link motor patterns (e.g. centroids) corresponding to the semantic motoric node “raise or lower arm toward object”
  • 42. SEMANTIC- MOTORIC CSDLN SEMANTIC-PERCEPTUAL CSDLN SEMANTIC GOAL CSDLN COGNITIVE SEMANTIC NETWORK possess food eat food maintain appropriate fullness get object (e.g. food) see food & get food --> possess food see food see meat see sandwich ... ... “get”Hungry & eat food --> maintain appropriate fullness
  • 43. How ---> Helps | |/ Map formation Goal system Simulation Sensorimotor pattern recognition Uncertain inference Creates new concepts and relationships, enabling briefer useful inference trails Goal refinement enables more careful goal-based inference pruning - Simulations provide a method of testing speculative inferential conclusions - Simulations suggest hypotheses to be explored via inference Creates new concepts and relationships, enabling briefer useful inference trails Supervised procedure learning Creates new procedures to be used as modules in candidate procedures Goal refinement allows more precise definition of fitness functions, making procedure learningʼs job easier Simulation provides a method of “fitness estimation” allowing inexpensive testing of candidate procedures Extraction of sensorimotor patterns allows creation of abstracted fitness functions for (inferentially and simulatively) evaluating procedures guiding real-world actions Attention allocation Creates new concepts grouping “attentionally related” memory items, enabling AA to find subtler attentional patterns involving these nodes Goal refinement allows more accurately goal- driven allocation of attention Simulation provides data for attention allocation -- allowing attentional information to be extracted from co- occurences observed in simulation Creates concepts grouping “attentionally related” memory items, enabling AA to find subtler attentional patterns involving these nodes Concept creation Creates new concepts to be fed into other concept creation mechanisms Goal refinement provides more precise definition of criteria via which new concepts are created Utility of concepts may be assessed via creating simulated entities embodying the new concepts and seeing what they lead to in simulation Creates new concepts to be fed into other concept creation mechanisms
  • 44. How ---> Helps | |/ Uncertain inference Supervised procedure learning Attention allocation Concept creation Uncertain inference NA When inference gets stuck in an inference trail, it can ask procedure learning to learn new patterns regarding concepts in the inference trail (if there is adequate data regarding the concepts) Importance levels allow pruning of inference trees Provides new concepts, allowing briefer useful inference trails Supervised procedure learning Inference can be used to allow prior experience to guide each instance of procedure learning. NA Importance levels may be used to bias choices made in the course of procedure learning (e.g. in OCP, in the fitness evaluation and representation-building phases of MOSES) Provides new concepts, allowing compacter programs using new concepts in various roles Attention allocation Enables inference of new HebbianLinks and HebbianPredicates from existing ones Procedure learning can recognize patterns in historical system activity, which are then used to build concepts and relationships guidng attention allocation NA Combination of concepts formed via map formation, may lead to new concepts that even better direct attention Concept creation Allows inferential assessment of the value of new concepts Procedure learning can be used to search for high-quality blends of existing concepts (using e.g. inferential and attentional knowledge in the fitness functions) Allows assessment of the value of new concepts based on historical attentional knowledge NA
  • 45. How ---> Helps | |/ Uncertain inference Supervised procedure learning Attention allocation Concept creation Map formation Speculative inference can help map formation guess which maps to hunt for Procedure learning can be used to search for maps that are more complex than mere “co- occurrence” Attention allocation provides the raw data for map formation No significant direct synergy Goal system Inference can carry out goal refinement No significant direct synergy Flow of importance among subgoals determines which subgoals get used, versus being forgotten Concept creation can be used to provide raw data for goal refinement (e.g. a new subgoal that blends two others) Simulation In order to provide data for setting up simulations, inference will often be needed No significant direct synergy Attention allocation tells which portions of a simulation need to be run in more detail No significant direct synergy Sensorimotor pattern recognition Speculative inference helps fill in gaps in sensory data Procedure learning can be used to find subtle patterns in sensorimotor data Attention allocation guides pattern recognition via indicating which sensorimotor stimuli and patterns tend to be associatively linked New concepts may be created that then are found to serve as significant patterns in sensorimotor data
  • 46. How ---> Helps | |/ Map formation Goal system Simulation Sensorimotor pattern recognition Map formation NA Map formation may focus on finding maps related to subgoals, and good subgoal refinement helps here No significant direct synergy No significant direct synergy Goal system Concepts formed from maps may be useful raw material for forming subgoals NA No significant direct synergy No significant direct synergy Simulation No significant direct synergy No significant direct synergy NA Presence of recognized sensorimotor patterns may be used to judge whether a simulation is sufficiently accurate Sensorimotor pattern recognition Concepts formed from maps may usefully guide sensorimotor pattern search Directing pattern search toward patterns pertinent to subgoals, may make the task far easier Patterns recognized in simulations may then be checked for presence in real sensorimotor data NA
  • 47.
  • 49.
  • 50. Currently the OpenCog “core (AtomSpace, scheduler, comms, saving to disk, etc.) is C++ for Unix, with an STL-based API MindAgents are currently coded in C++ or Python. Some MindAgents also invoke external Java processes
  • 53.
  • 54.
  • 55. How Important Is Embodiment?  Some AI theorists believe that robotic embodiment is necessary for the achievement of powerful AGI  Others believe embodiment is entirely unnecessary  We believe embodiment is extremely convenient for AGI though perhaps not strictly necessary; and that virtual-world embodiment is an important, pragmatic and scalable approach to pursue alongside physical-robot embodiment
  • 56. Current virtual world platforms have some fairly severe limitations, which fortunately can be remedied with effort Object-object interactions are oversimplified, making tool use difficult Agent control relies on animations and other simplified mechanisms, rather than having virtual servomotors associated with each joint of an agent’s skeleton
  • 57. Partial solution: Integration of a robot simulator with a virtual world engine Player / Gazebo: 3D robot control + simulation framework OpenSim: open-source virtual world It seems feasible to replace OpenSim’s physics engine with appropriate components of Player/Gazebo, and make coordinated OpenSim client modifications +
  • 58. Current Virtual Worlds lack fluids, powders, pastes, fabrics … they donʼt completely implement “naïve physics”
  • 59. One likely solution: bead physics Spherical beads with specially designed adhesion properties can emulate fluids, fabrics, pastes, strings, rubber bands, etc. Bead physics can be added to virtual world physics engines
  • 60. Possible solution: build robots from “macrocells” -- flexible ball-like units that can stretch into different shapes, sense the environment, and pass power and information to each other Current robots are made mainly of inert parts -- very few of their parts are sensors or actuators...
  • 61.
  • 62.
  • 63. This shows OpenCog oscillating between the robot's "home" and batteries, as a result of its quests to fulfill integrity and energy demands respectively. After a few movements back and forth, it also shows the Psi monitor updating graphs of the Psi variables (note the updates are synchronized between graphs).
  • 64. This video shows OpenCog spelled out in blocks, as a 3D path finding mission. It also shows the demand for finding a battery to restore energy. Subsequent to finding the battery, the avatar asks the player for a battery. The player then pushes a button to make one appear. A video transition happens where some footage was cut out (involving more observations of the button generating food), and the video then shows the OpenCog avatar using the button to create food for itself.
  • 65.
  • 67. Piagetan Stages of Development
  • 69. • 2011-2012:A Proto-AGIVirtual Agent • 2013-2014:A Complete, Integrated Proto-AGI Mind (Piagetan concrete) • 2015-2016:Advanced Learning and Reasoning (Piagetan formal) • 2017-2018: AGI Experts • 2019-2021: Full-On Human Level AGI • 2021-2023: Advanced Self-Improvement (Piagetan reflexive)
  • 70. • 6 month from start (now): Unity-based minecraft-like world initially built, proxy to Unity built, 3D pathfinding, frequent subgraph miner designed/built, PLN and “embodiment” (body-control) systems debugged/refactored, PLN based planner built, OpenPsi motivation/emotion system implemented • 12 month (end of 2011): New artwork/animations integrated into world, further behaviors/interactions for objects scripted/tested, PLN further refactored and simple temporal/spatial reasoning integrated, reinforcement/imitation learning integrated (and interface btw this learning and OpenPsi created), dialogue system refactored/ improved, appropriate emotional responses demostrated. Reliable live demo! • 18 month (mid-2012):Attention allocation integrated, complex planning demonstrated, learning & reasoning integrated, linguistic question answering and command demonstrated. Exciting live demo... • 24 month (end of 2012): Software toolkit built out to enable tractable integration into games. Demo improvements. OpenCog 1.0 release. Intelligence improvements OpenCog Hong Kong Project
  • 71. • 2010: Simplistic integration of OpenCog with Nao robot for navigation, command- following; implementation of English language generation for OpenCog • 2011: Re-implementation of Itamar Arel’s team’s DeSTIN architecture in CUDA for GPU computing: initial version completed June 2011, refinements underway • 2012-13: Integration of DeSTIN with OpenCog using intermediate “semantic compositional spatiotemporal deep learning network”; integration of robotic movement control system with OpenCog • 2013-2014: OpenCog-powered intelligent robotics Xiamen University BLISS Lab
  • 73. biomedical informatics financial prediction / analytics video games / virtual worlds robot toys service robots information retrieval etc. !!!
  • 74. The natural synergy between advanced AI and gaming/ virtual worlds has been avidly discussed for at least a decade, and is now finally becoming a practical reality
  • 75. For a readable journalistic treatment of the application of machine learning to study longevity in fruit flies, see “AIs, Superflies and the Path to Immortality” in H+ Magazine, hplusmagazine.com Ensemble based machine learning does well here, but appropriate OpenCog integration could do much better by allowing a vast variety of available bio datasets to be brought to bear on the analysis of any one dataset.