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LIFEBOAT FOUNDATION SPECIAL REPORT
LIFEBOAT FOUNDATION SPECIAL REPORT
AI MEETS THE METAVERSE: TEACHABLE AI AGENTS LIVING IN VIRTUAL WORLDS
By Lifeboat Foundation Scientific Advisory Board member Ben Goertzel.
Print report!
Online virtual worlds have the power to accelerate and catalyze the
development of artificial general intelligence (AGI). As AGIs involved
in this metaverse become progressively more intelligent from their
interaction with the social network of human beings and reach
human-level intelligence (the Singularity), they will already be part of
the human social network. If we build them right and teach them right,
they will greet us with open arms.

Virtual Worlds as the Catalyst for an AI Renaissance
The AI field started out with grand dreams of human-level artificial
general intelligence. During the last half-century, enthusiasm for these
grand AI dreams both within the AI profession and in society at
large has
risen and fallen repeatedly, each time with a similar pattern of high
hopes and media hype followed by overall disappointment. Throughout
these fluctuations, though, research and development have steadily
advanced on various fronts within AI and allied
disciplines.
Recently, in the first years of the 21st century, AI optimism has been
on the rise again, both within the AI field and in the science and
technology community as a whole. One possibility is that this is just
another fluctuation another instance of excessive enthusiasm and
hype to
be followed by another round of inevitable disappointment (see
McDermott, 2006 for an exposition of this perspective). Another
possibility is that AI's time is finally near, and what we are seeing
now is the early glimmerings of a rapid growth phase in AI R&D, such as
has not been seen in the field's history to date.
I'm placing my bets on the latter, more optimistic possibility. I have
many reasons for making this judgment, and in this essay I'm going to
focus on one of them online virtual worlds, and the power I see
them as
having to accelerate and catalyze the development of artificial general
intelligence. My thesis here is that virtual worlds have the potential
to serve as the "golden path" to advanced AI, so that the first powerful
nonhuman intelligences on Earth are likely to be resident in virtual
worlds such as Second Life or its descendants.
This is a
hypothesis I'm
trying to actualize via my own current work using the
Novamente Cognition Engine to control virtual agents in virtual
worlds, via
collaborative projects between
Novamente LLC and
Electric Sheep Company.
But it's also something that I see as having a fundamental importance
beyond any particular project, or any particular approach to the
nitty-gritty of AI design.
Adequate Interaction in Virtual Worlds Requires AGI
Whenever I talk about AI I like to make the distinction between
- narrow AI programs that solve particular, highly
specialized types of problems
- general AI or AGI programs with the autonomy and
self-understandings to come to grips with novel problem domains and
hence solve a wide variety of problem types
Unlike an AGI, a narrow AI program need not understand itself or what it
is doing, and it need not be able to generalize what it has learned
beyond its narrowly constrained problem domain. My principal point in
this essay is that virtual worlds are an ideal arena for the maturation
of AGI software. They have the potential to provide AGIs with effective
education; and, they are a commercial arena in which AGI rather than
narrow-AI is going to be required for dramatic success. Most research
work in the AI field today has to do with narrow AI rather than directly
with AGI; but my prediction is that during the next 3-7 years, successes
of AGI in the virtual-worlds domain may start to cause a major change in
this bias.
A few examples may clarify the narrow-AI/AGI distinction. For example, a
narrow-AI program for
playing chess, no matter how powerful, need not be
able to transfer any of its strategic or methodological insights to
Shogi (Japanese chess) or checkers... and probably not even to chess
variants like Fisher random chess (though a human programmer might be
able to take some of the knowledge implicit in a narrow-AI chess playing
program and use this to make a better program for playing other games;
in this case the general intelligence exists mainly in the human being
not the programs).
A narrow-AI program for
driving a car in the desert
need not be able to utilize its knowledge to drive a car in the city or
a motorcycle in the desert. A narrow-AI program for parsing English
cannot learn any other language, whether or not the other language has a
similar syntactic and semantic structure.
Or to mention an
area in which
I've done a lot of research myself,
biomedical research a
narrow-AI
program for diagnosing Chronic Fatigue Syndrome will always be useless
for diagnosing other diseases such as, say, Chronic Upper Airway Cough
Syndrome (though the same narrow-AI framework may be used by humans to
create narrow-AI programs for diagnosing various sorts of diseases).
Or, finally, to give an example we can all relate to from our own
experience, Figures
1 and
2 illustrate the sense in which the wonderful
Google search engine fails to bridge the gap between narrow and general
AI it understands some of our queries perfectly, and in other
cases fails
miserably due to a lack of conceptual understanding borne of the fact
that it acts on the level of words rather than meanings.

Figure 1: Given a simple question such as "How many years does a pig
live?" Google (as of October 2007) acts like a reasonably intelligent
natural language query answering system.


Figure 2: Given a question requiring just a little bit of commonsense
background knowledge, such as "How many years does a dead pig
live?", Google's (as of October 2007) inadequacies as a
question-answerer
become apparent. Note that Google's answer to "How many years does a
pig
live in captivity?" are about other animals than pigs (wolves, octopi,
carp, etc.). Google does not have enough sense to understand that the
question is about pigs. This specific problem could be remedied through
judicious application of narrow-AI language-processing techniques (and
startups like
PowerSet are working on this), but without AGI, there
will always be many examples of this sort of obtuseness.
Clearly, there are various roles for narrow AI in the metaverse (to use
Neal Stephenson's (2000) term for the universe of virtual worlds, made
popular in his classic SF novel
Snow Crash; see also the
Metaverse
Roadmap). Virtual worlds could use automated cars and Google-like
search
engines; they could use chatbots on the level of
ALICE as virtual
shopkeepers. Enterprising individuals are already moving to fill this
niche, for instance Daden Limited's
Second Life chatbots.
In a similar
vein, video games some of which verge on being virtual worlds,
such as
MMOGs like World of Warcraft often feature cleverly-constructed
narrow
AIs, serving as automated opponents or teammates. A few games have even
included AIs with significant ability to learn or evolve (the
Creatures
games and the
Black and White series being the most notable examples).
However, these sorts of narrow AIs in the metaverse are not what I want
to talk about here. They're worthwhile, but clearly, they're not as
impressive in the metaverse domain as, say,
Deep Blue is in the chess
domain, or an AI-learned diagnostic rule is in the medical domain. Deep
Blue could beat any human at chess, and in many cases AI-learned
diagnostic rules can out-diagnose any human physician. Chess and medical
diagnosis are examples of problems that humans solve using general
intelligence but that, in a digital computing context, have found
to be
at least equally amenable to highly specialized narrow-AI techniques as
to AGI methods.
But the metaverse presents different sorts
of
challenges. Narrow-AI based chatbots and automated virtual car drivers
and warfighters are drastically inferior in functionality to avatars
carrying out similar functions but controlled by human beings.
Apparently, social interaction in virtual worlds is a problem domain
that requires general intelligence on roughly the human level, and is
not tractably amenable to narrow-AI techniques.
Adequate interaction in virtual worlds, in my view, is very likely to
require powerful AGI systems and this hypothesis is most
interesting to
contemplate in conjunction with the observation that virtual worlds
seem
to provide an ideal environment for the creation and maturation of
powerful
AGI systems.
As I noted above (and as many others have observed as well; see e.g.
J.
Storrs Hall's 2006 book
Beyond AI) the AI research community to
date, in
both academia and industry has focused largely on narrow-AI. But in
recent years this is already shifting a bit toward AGI, as evidenced by
an increasing number of conference special sessions, journal special
issues, and edited volumes focused in the AGI area (Cassimatis, 2006;
Goertzel and Wang, 2007).
As virtual worlds become
increasingly
important, I believe we will see a more dramatic shift in the research
community toward the investigation of AGI systems and related scientific
issues. Because, I believe, the embodiment of AGI systems in virtual
worlds is going to lead to palpably exciting results during the next few
years results that are exciting on multiple levels:
scientifically,
visually, and in terms of human emotions and social
systems.
While the
scientific community can be stubborn, AI science like any other kind is
ultimately empirically based, and the minds of all but the most
hidebound scientists can be shifted by dramatic observable results. My
prediction is that "AI in virtual worlds" may well serve as the catalyst
that refocuses the AI research community on the grand challenge of
creating AGI at the human level and beyond, which was after all the
vision on which the AI field was founded.
Virtual-World Embodiment as a Path to Human-Level AGI
I often say there are four key aspects to creating a human-level AGI:
- Cognitive architecture (the overall design of an AGI system:
what
parts does it have, how do they connect to each other)
- Knowledge representation (how does the system internally
store
declarative, procedural, and episodic knowledge; and now does it create
its own representation for knowledge of these sorts in new domains it
encounters)
- Learning (how does it learn new knowledge of the types
mentioned
above; and how does it learn how to learn, and so on)
- Teaching methodology (how is it coupled with other systems so
as to enable it to gain new knowledge about itself, the world, and
others)
Here I'm going to focus on the fourth of these. For my views on the
other
three aspects, you are directed to references such as (Goertzel, 2006,
2007; Goertzel et al, 2004) and to a
prior article of mine on
KurzweilAI.net. My main point here is to suggest that virtual worlds
present unprecedented and unparalleled opportunities for AGI teaching
methodology which, combined with appropriate solutions for the
other
three key aspects of the AGI problem, may have a catalytic effect and
accelerate progress toward AGI dramatically.
From an AI theory perspective, virtual worlds may be viewed as one
possible way of providing AI systems with embodiment. The issue of the
necessity for embodiment in AI is an old one, with great AI minds
falling on both sides of the debate. The classic GOFAI systems (Good
Old-Fashioned AI; see Crevier, 1993) are embodied only in a very limited
sense; whereas Rodney Brooks (1999) and others have argued for
real-world robotic embodiment as the golden path to AGI.
My own view is
somewhere in the middle: I think embodiment is very useful though
probably not strictly necessary for AGI, and I think that at the present
time, it is probably more generally worthwhile for AI researchers to
spend their time working with virtual embodiments in digital simulation
worlds, rather than physical robots. Toward that end the focus of my
current AGI research which I'll discuss more in a few
paragraphs involves
connecting AI learning systems to virtual agents in virtual worlds,
including Second Life.
The notion of virtually embodied AI is nowhere near a new one, and can
be traced back at least to Winograd's (1972) classic SHRDLU system.
However, technology has advanced a long way since SHRDLU's day, and the
power of virtual embodiment to assist AI is far greater in these days of
Second Life, Word of Warcraft, HiPiHi, Creatures, Club Penguin, and the
like.
In 2004 and 2005, my colleagues and I experimented
with virtual
embodiment in simple game-engine type domains, customized for AGI
development (see Figure 3),
which has advantages in terms of the
controllability of the environment; but I am now leaning toward the
conclusion that the greater advantage is to be had by making use of the
masses of potential AGI teachers present in commercial virtual
worlds.

Figure 3: The
Novamente Cognition Engine controlling a simple embodied
agent in a 3D simulation world. The AI controls the smaller agent and a
human controls the larger agent. This screenshot is from a simulation
in which the human is trying to teach the AI the Piagetan concept of
"object permanence", something that human babies typically learn during
their first year of life. In the overall experiment from which this
screenshot is drawn, the baby AI is supposed to learn that when a toy
has been placed inside a box, it tends to stay there even after the lid
of the box is closed, so that it will still be there when the lid of the
box is opened again.
Virtually embodied AGI in virtual worlds may take many different forms,
for instance (to name just a handful of examples):
- ambient wildlife
- virtual pets (see
Figure 4 for a narrow-AI
virtual pet currently
for sale in Second Life)
- virtual babies for virtual-world residents to take care of, love,
and teach (Figure 8)
- virtual shopkeepers
- virtual job recruiters (see
Figure 9 for a visual
depiction: and
note that dozens of real-world companies are now using human-controlled
Second Life avatars to do job recruiting)
- digital twins, imitating users' avatars

Figure 4: A virtual dog currently for sale in the Second Life virtual
world, on the sim Pawaii, by
D&D Dogs. The dog carries out a fixed
repertoire of tricks, rather than learning new behaviors, hence
qualifying it as a "narrow AI" (to the extent that it is intelligent at
all).
To concretely understand the potential power of virtual embodiment for
AGI, in this essay I'll focus mostly on just one possibility a
potential
project my software company Novamente LLC has been considering
undertaking sometime during the next few years: a virtual talking
parrot. But all of the possibilities mentioned above are important and
interesting, plus many others, and there is much to be gained by
exploring the detailed implications they lead to.
At the moment Novamente, in collaboration with Electric Sheep Company,
is experimenting with simpler virtual animals in virtual
worlds nonlinguistic animals that can carry out spontaneous
behaviors
while seeking to achieve their own goals
[Figure 5] and can also
specifically be trained by human beings to carry out novel tricks and
other behaviors [Figure 6]
(which were not programmed into them, but
rather must be learned by the AI on the fly).
This current
experimental
work will be used as the basis of a commercial product to be launched
sometime in 2008. These simpler virtual animals are an important first
step, but I think the more major leap will be taken when linguistic
interaction is introduced into the mix something that,
technologically is
not at all far off. Take a simpler virtual animal and add a language
engine, integrated in the appropriate way (and Novamente LLC, along with
many other research groups, already has a fairly powerful language
engine)... and you're on your way.
Of course a virtual
animal with a
language engine could be concretized many different ways but
inspired in
part by
Irene Pepperberg's (2000) groundbreaking work teaching an actual
parrot complex things like grammar and arithmetic the specific
scenario
I've thought about most is a virtual talking parrot.

Figure 5: Screenshot of a prototype of the virtual animals being
created for virtual worlds by Electric Sheep Company and Novamente LLC.
This prototype dog is being experimented with in Second Life; and is
illustrating a spontaneous behavior: pursuing a cat.

Figure 6: Screenshot of a prototype of the virtual animals being created
for virtual worlds by Electric Sheep Company and Novamente LLC. This
prototype dog is being experimented with in Second Life; and is being
instructed by an avatar controlled by a human. The human is teaching
the dog the command "kick the ball" an example of flexible
learning, in
that the set of commands the dog can learn is not limited to a set of
preprogrammed tricks, but is quite flexible, limited only by the human
teacher's ability to dream up tricks to show them to the dog, and the
dog's
intelligence (the latter provided by the Novamente Cognition
Engine).
Imagine millions of talking parrots spread across different online
virtual worlds all communicating in simple English. Each parrot
has its
own local memories, its own individual knowledge and habits and likes
and dislikes but there's also a common knowledge-base underlying
all the
parrots, which includes a common knowledge of English.

Figure 7: A virtual parrot in Second Life. Right now virtual birds in
Second Life don't display intelligent non-verbal behaviors, let alone
possess the capability of speech. But, virtual parrots that talk would
seem a very natural medium via which AI's may progressively gain greater
and greater language understanding.
Next, suppose that an adaptive language learning algorithm is set up
(based on one of the many available paradigms for such), so that the
parrot-collective may continually improve its language understanding
based on interactions with users. If things go well, then the parrots
will get smarter and smarter at using language, as time goes on. And, of
course, with better language capability, will come greater user appeal.
The idea of having an AI's brain filled up with linguistic knowledge via
continual interaction with a vast number of humans, is very much in the
spirit of the modern Web.
Wikipedia is an obvious example
of how the
"wisdom of crowds" when properly channeled can result in
impressive
collective intelligence. Google is ultimately an even better example
the
PageRank algorithm at the core of Google's technical success in search,
is based on combining information from the Web links created by
multi-millions of Website creators. And the intelligent targeted
advertising engine that makes Google its billions of dollars is based on
mining data created by the pointing and clicking behavior of the one
billion Web users on the planet today.
Like Wikipedia and
Google, the
mind of a talking-parrot tribe instructed by masses of virtual-world
residents will embody knowledge implicit in the combination of many,
many peoples' interactions with the parrots.
Another thing that's fascinating about virtual-world embodiment for
language learning is the powerful possibilities it provides for
disambiguation of linguistic constructs, and contextual learning of
language rules. Michael Tomasello (2003), in his excellent book
Constructing a Language, has given a very clear summary of
the value of
social interaction and embodiment for language learning in human
children.
For a virtual parrot, the test of whether it has
used English
correctly, in a given instance, will come down to whether its human
friends have rewarded it, and whether it has gotten what it wanted. If a
parrot asks for food incoherently, it's less likely to get food
and since
the virtual parrots will be programmed to want food, they will have
motivation to learn to speak correctly. If a parrot interprets a
human-controlled avatar's request "Fetch my hat please" incorrectly,
then
it won't get positive feedback from the avatar and it will be
programmed
to want positive feedback.
The intersection between linguistic experience and embodied
perceptual/active experience is one thing that makes the notion of a
virtual talking parrot very fundamentally different from the
"chatbots" on
the Internet today. The other major difference, of course, is the
presence of learning chatbots as they currently exist rely almost
entirely on hard-coded lists of expert rules. But the interest of many
humans in interacting with chatbots suggests that virtual talking
parrots or similar devices would be likely to meet with a large and
enthusiastic audience.
Yes, humans interacting with parrots in virtual worlds can be expected
to try to teach the parrots ridiculous things, obscene things, and so
forth. But still, when it comes down to it, even pranksters and
jokesters will have more fun with a parrot that can communicate better,
and will prefer a parrot whose statements are
comprehensible.
And of course parrots are not the end of the story. Once the collective
wisdom of throngs of human teachers has induced powerful language
understanding in the collective bird-brain, this language understanding
(and the commonsense understanding coming along with it) will be useful
for many, many other purposes as well. Humanoid avatars both
human-baby
avatars that may serve as more rewarding virtual companions than parrots
or other virtual animals; and language-savvy human-adult avatars serving
various useful and entertaining functions in online virtual worlds and
games.
Once AIs have learned enough that they can flexibly and
adaptively explore online virtual worlds (and the Internet generally)
and gather information according to their own goals using their
linguistic facilities, it's easy to envision dramatic acceleration in
their growth and understanding.
Figure 8: A virtual baby in Second Life. Right now Second Life babies
are essentially just visuals, little more animated and responsive than
articles of clothing or physical objects. But, attaching AI to virtual
babies may yield something much more interesting: the capability for
humans to help baby AGI's ascent through the stages of cognitive
development, by interacting with them in virtual worlds.
A baby AI has a lot of disadvantages compared to a baby human being: it
lacks the intricate set of inductive biases built into the human brain,
and it also lacks a set of teachers with a similar form and psyche to
it... and for that matter, it lacks a really rich body and world.
However,
the presence of thousands to millions of teachers constitutes a large
advantage for the AI over human babies. And a flexible AGI framework
will be able to effectively exploit this advantage.
Google doesn't emulate the human brain, nor does Wikipedia, yet in a
sense they both display considerable intelligence. It seems possible to
harness the "wisdom of crowds" phenomenon underlying these Internet
phenomena for AGI, enabling AGI systems to learn from vast numbers of
appropriately interacting human teachers.
There are no
proofs or
guarantees about this sort of thing, but it does seem at least plausible
that this sort of mechanism could lead to a dramatic acceleration in the
intelligence of virtually-embodied AGI systems, and maybe even on a
time-scale faster than the pathway to Singularity-enabling AGI that
Ray
Kurzweil has envisioned, where brain-scanning and hardware advances
lead
to human-brain emulation, which then leads on to more general and
powerful transhuman AGIs.1
In
the
Novamente
Cognition Engine design we
have charted out a specific engineering pathway via which we believe
this can happen what's needed is more time spent on software
implementation and various related technical computer science
problems and the human intelligence of a large number of virtual
world
residents, interacting with Novamente-powered AGI systems.

Figure 9: Intelligent virtual agents in Second Life will have
applications beyond entertainment. This image shows a prototype virtual
agent designed to serve as a job interviewer, providing "initial
screening and filtering interviews" of job candidates, and then passing
on the best ones to human interviewers. Job interviewer agents are not
yet ready for deployment, and creating them based on the
Novamente
Cognition Engine will still require a significant amount of
development
work; but this sort of application is quite palpable and plausible in
the near future. (Editor's note: This "intelligent
virtual agent" looks suspiciously like
Bruce Klein.)
One way to conceptualize this advance is in terms of Jean Piaget's
famous
stages of human cognitive development, as illustrated in
Figure 10.
Figure 11 presents a more whimsical version of Piaget, tied in
specifically with the notion of AGI in virtual worlds.

Figure 10: For AGI systems that are at least roughly humanlike in their
cognitive architecture, Piaget's theory of the stages of cognitive
development is highly relevant. For example the prototype virtual
animals that Electric Sheep Company and Novamente LLC are currently
experimenting with in Second Life, are somewhere between the Infantile
and Concrete Operational stages (what Piaget sometimes called
Pre-Operational). Via interacting with humans and each other in virtual
worlds, virtual agents may ascend the ladder of development
eventually
reaching stages of advancement inaccessible to humans, via their ability
to more fully introspect and self-improve.

Figure 11: A visual depiction of the forms that virtually-embodied AGIs
might take as they ascend the Piagetan ladder. Once virtually embodied
AGIs achieve roughly human-level intelligence, it may be worthwhile to
link human minds and brains with them in various ways, including
potentially direct neural interconnects. The ultimate stages go beyond
anything we can imagine, as illustrated by the final graphic shown, an
incomprehensibly superhuman supermind drawn from the online virtual
world Orion's Arm.
Conclusion (Hi Ho, Hi Ho, to the Metaverse We Go)
I am one of the minority of the human race who believes that a
technological Singularity is almost surely coming. And, as this essay
hopefully has made clear, I am also part of an even smaller minority who
believes that the most probable path for the Singularity's arrival
involves AGI in the online metaverse. I suspect that both of these
minorities will become larger and larger as the next decade unfolds.
I certainly don't claim the metaverse is the only possible route to
Singularity. The rate of progress of radical ideas and technologies is
famously hard to predict. Nanotech or quantum computing to name
just two
possible technologies could have a tremendous,
Singularity-enabling
advance any year now, leapfrogging ahead of AGI and/or enabling advanced
AGI in ways we cannot now predict or comprehend. These possibilities
need
to be taken very seriously.
And I do attach a lot of plausibility to the scenario that
Ray Kurzweil
has elaborated in
The Singularity Is Near and other writings, in which
software-based human brain emulation is the initial route toward
Singularity-enabling AGI.
However, my own educated guess
is that we will
achieve human-level AGI first via other means, well before the
brain-scanning route gets us there. Human uploads as Kurzweil projects
will come we will upload ourselves into virtual bodies, living in
virtual
worlds. But when we get there, I suggest, AGI systems will be living
there already and if we build them right and teach them right,
they will
greet us with open arms!
Singularity-wise, one interesting aspect of the virtual-worlds route to
AGI has to do with the high level of integration it implies will occur
between AGIs and human society, coming right out of the gate.
Ray
Kurzweil has suggested that, by the time of the Singularity, humans
may
essentially be inseparable from the AI-incorporating technological
substrate they have created. The virtual-agents pathway makes very
concrete one way in which this integration might happen in fact
it might
be the route by which AGI evolves in the first place.
Right now many people consider themselves inseparable from their
cellphones, search engines, and so forth. Suppose that in the Internet
of 2015, websites and word processors are largely replaced by some sort
of 3D immersive reality a superior Second Life with hardware and
software
support far beyond what exists now in 2007 and that artificially
intelligent agents are a critical part of this "metaversal" Internet.
Suppose that the AGIs involved in this metaverse become progressively
more and more intelligent, year by year, due to their integration in the
social network of human beings interacting with them. When the AGIs
reach human-level intelligence, they will be part of the human social
network already. It won't be a matter of "us versus them"; in a sense it
may be difficult to draw the line.
Singularity-scenario-wise, this sort
of path to AGI lends itself naturally to what Stephan Bugaj and I, in
The Path to Posthumanity: 21st Century Technology and Its
Radical Implications for Mind, Society and Reality, called the
"Singularity Steward"
scenario, in
which AGI systems interact closely with human society to guide us
through the dramatic transitions that are likely to characterize our
future.
REFERENCES
- Brooks, Rodney (1999).
Cambrian Intelligence: The Early History of the New AI. MIT
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Special Issue of AI Magazine on Achieving Human-Level Intelligence
through Integrated Systems and Research. AI Magazine.
Volume 27 Number 2.
- Crevier, Daniel (1993),
AI: The Tumultuous Search for Artificial
Intelligence, New York, NY: BasicBooks
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Virtual Easter Egg Hunting: A
Thought-Experiment in Embodied Social Learning, Cognitive Process
Integration, and the Dynamic Emergence of the Self. In Advances
in
Artificial General Intelligence, Ed. by Ben Goertzel and Pei Wang:36-54.
Amsterdam: IOS Press.
- Goertzel, Ben (2006).
Patterns, Hypergraphs and Embodied General
Intelligence. Proceedings of International Joint Conference on
Neural
Networks, IJCNN 2006, Vancouver CA
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Novamente:
An Integrative Architecture for Artificial General Intelligence.
Proceedings of AAAI Symposium on Achieving Human-Level Intelligence
through Integrated Systems and Research, Washington DC, August 2004
- Goertzel, Ben and Stephan Bugaj (2006).
The Path to Posthumanity.
Academica Press.
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Beyond AI. Prometheus Press.
- Kurzweil, Ray (2005).
The Singularity Is Near. Viking.
- McDermott, Drew (2006).
Kurzweil's argument for the success of AI.
Artificial Intelligence 170(18): 1227-1233
- Pepperberg, Irene (2000).
The Alex Studies: Cognitive and Communicative Abilities of
Grey Parrots. Harvard University
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1. And personally, I find the virtual-worlds approach
more compelling as
an AGI researcher, in part because it gives me something exciting to
work on right now, instead of just sitting back and waiting for the
brain-scanner and computer-hardware engineers.
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