From: rick_s on
On 6/23/2010 16:13, rick_s wrote:

> So we can reverse engineer something that has never been made before.
>
> We just start a little farther up. We want t to look like this, so we
> start with a conceptual drawing or example from film or wherever and
> then make the machine.
>
> we can do the same for our AI.
>
> We say what does he need to know and when does he need to know it and
> can we keep it simple but still be effective information transfer.
>
>

So we will think in terms of macros.

If we were doing something ourselves, what would we do? Then we look at
that and we try to script it in a way that makes sense. Nothing new and
exciting there. Just making macros.

Then we need a meaningful way to put those into context. At first it
will seem mechanical. The cammands you give to the AI and its respnses.

That's ok because as soon as you add animation, personality, from a list
of animated sequences you create, or film in 3D and give him body
language signals hand signals and facial expressions in lieu of speech,
he will look human.

You might at some point have single or small verbal replies from the AI
and a lot of hand pointing in lieu of detailed speech.

Don't worry about the speech. Focus on the hand signals triggering
macros and indexing those macros into groups of behaviors.

Behaviors you will need to know if you want to trigger those behaviors,
to trigger a macro.

Now you are interacting with your AI and he is making jestures that look
real because you filmed those prior or are satisfied with animated
characters.
To begin with you can use smileys. Have nothing more than a smiley head
as long as you have a set of smileys to work with and tell the machine
when to use the smiley according to language rules, so he can express
some emotion, even if it is just displaying a smiley while you debug him.

While you work on his behaviors on these fronts he will begin to take
shape as a person.

At some point enrich his programability by inserting him into a theme.
Take him and make him into the complaining farmer, and have it so that
he can put on that character, and do those things.
He can then play act.
From: rick_s on
On 6/23/2010 16:42, rick_s wrote:

>
> Don't worry about the speech. Focus on the hand signals triggering
> macros and indexing those macros into groups of behaviors.
>
> Behaviors you will need to know if you want to trigger those behaviors,
> to trigger a macro.

This sounds complicated but it doesn't have to be.

Lets suppose you want some context on your desktop, so that you will
merely order him around to locations on your desktop and it will trip a
sensor or break a beam like a garage door, or any such thing can trigger
a macro.
And all you did was tell him to go there. But you knew by the fact that
it was a particular room, with particular stuff in it, that has context,
what would happen when he got there. So you can send him into a room,
know there are items in the room in context and all this helps you to
get a feel for contextual signing and to remember where the macros are
and what they are.

That's just an example of context. You might transfer that to any
situation but keep in mind, what the signal is you tell him, does not
have to correlate with the data he is to retrieve.

If you want to change the macro, you just change the macro in that room,
under that trigger item.

He walks into the room, picks up a glass, takes a sip and starts to
spout Shakespeare. How on earth is he doing that? You told him where to
go to set off that macro.




From: rick_s on
On 6/23/2010 17:13, rick_s wrote:

>
> If you want to change the macro, you just change the macro in that room,
> under that trigger item.
>
> He walks into the room, picks up a glass, takes a sip and starts to
> spout Shakespeare. How on earth is he doing that? You told him where to
> go to set off that macro.

Ok so what if there is no real room, and no real objects, but just a
pretend room and pretend objects and still send him there with a hand
signal?

He spouts Shakespeare. So you just told him, simply by giving directions
in imaginary space, to spout Shakespeare. And you could do that because
you remembered where it was because Shakespeare is of interest to you,
and you want him to use it occasionally to seem dignified so you have
built a room filled with items from Shakespeare's plays. And you have
the bitmap of it too in case you need to refresh your memory.

So you get the directions right. Just one example of using context to
model his behaviors. He can also have behavior patterns.
If he has nothing to do he might go and sit down and read, but inside he
is searching Wikipedia and parsing information and indexing things that
are in your list of items of interest.