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412 lines
19 KiB
Text
412 lines
19 KiB
Text
==Phrack Inc.==
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Volume 0x0c, Issue 0x41, Phile #0x0e of 0x0f
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|=-----------------------------------------------------------------------=|
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|=-------------=[ Artificial Consciousness ]=-------------=|
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|=-------------=[ A complete human behaviorism simulation ]=-------------=|
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|=-----------------------------------------------------------------------=|
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|=--------------------------=[ by -C ]=----------------------------=|
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|=--------------------------=[ c@cdej.org ]=----------------------------=|
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|=-----------------------------------------------------------------------=|
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In 1956 John McCarthy defined the term Artificial Intelligence as
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"The science and engineering of making intelligent machines".
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Obviously, while studying artificial thoughts processing, we eliminated
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the human factor of Neuro-linguistic filters that the brain applies on the
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meta receptors layer. A computer program simply will never tackle a thought
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based on impulsive reactions. There is no human behaviorism in AI.
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Instead, we substitute this mechanism with an algorithm of computational
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processing and information storage indexing. Here resides the very core of
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AI science. Many algorithms have been evolved and applied, overcoming
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faulty thinking, infinite loops of exclusive-OR decision making, and
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geographic/territorial mapping of robotics, and so forth.
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Fifty two years later, we intend to rationalize a new approach to this
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field, trying to keep away from science fiction.
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This paper is fairly introductory to both classic AI and our AI model,
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and requires no prerequisite except a bit of curiosity for this field,
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so enjoy reading.
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I. Introduction
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a) Abstract
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b) Central Processing Spirit
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II. Character assignment design
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a) Psychological growth
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b) Neuro-performance
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c) Reception -> Reactions -> Style
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III. Ontology / knowledge engineering
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a) Are we Heuristics?
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c) Sub-symbolic design
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d) Artificial Desire
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e) Reasoning
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IV. Conclusion
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I. Introduction
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a) As a primary reflection on Artificial Intelligence, one must find it
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vital to proceed according to a precise scientific approach for analysis
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of thoughts.
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A thought is an idea. A piece of information that the mind recalls.
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This (POI) is processed by the chemo-electronic factory of the brain,
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and gets tainted by the MIND. Neuro Linguistic Programming theories
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organized the brain functions and how it deals with information through
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various filters. We borrow a basic segment and build upon it a
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resemblance in machine land:
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- Similar thoughts stored in memory (anchoring)
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- Virtues and choices (decision making)
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- Freedom to take risk endeavors. (problem solving)
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b) To tackle this ordeal from ground zero would be an enormous load on one
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article or paper to handle. Therefore we assumed our study from a point
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where we have advanced in applying to our AI subject, using the
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international common speech utility that is the English language, coupled
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with a set of rules we engineer as an esthetical appeal for this entity.
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These rules, as we will explain later on, do not follow the EXPERT SYSTEM
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decision making logic, where as human knowledge changes, the entire module
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will have to be rebuilt; instead our model will take its decisions based on
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Index Priority, that varies automatically as the AI experiences new events.
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In other words, we design our program a personality. This generic model is
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based on dual channel thought processing, fed by a hierarchy of database
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storage devices where each family of thoughts is preserved in its own
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design. Some of these databases, or sets of thoughts, will have a read only
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access permission, some will have read and write access permission, and
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some will only have write permissions, to be used as a temporary allocated
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space for acquired thoughts before sending the entire data structure to
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Central Processing Spirit. As we amusingly named(CPS).
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While the read only access structures will hold information that relate
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only
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to the fundamentals of the entity's core design, and provide our first line
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of defense once the automation process of Self Information Gathering (SIG)
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will be launched; From supplied text experts, web information, news, and
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much more feeds;
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the write only permission space will be as such for the sake of restricting
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the AI entity from any premature usage of these new acquired thoughts
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before
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being processed, organized and approved by the CPS (or the programmer).
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Thinking about this design will surely summon up issues of time
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consumption.
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How long will this construction take?
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A minimum of one human lifetime? But that is highly acceptable with the
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implementation of 2nd generation AI replication algorithms, which is a
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base model of AI hybrid reproduction, resulting in the jointure of 2 AI
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entities CPS and dBases.
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This dual model inheritance is not designed to be similar to the human
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reproduction between one male and one female human beings, but it has
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to do with the design of dual channel thought processing as mentioned
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previously. We tend to believe that our model's reproduction, has to occur
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between one couple.
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This is matter of MULTI AGENT PLANNING and community scheduling,
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and is beyond the scope of this paper.
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II. Character assignment design
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a) Psychological growth.
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"It's not how perfect you do something that's important, but how others
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perceive it."
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A famous question is always there. Could a machine have life, or will it be
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dry simulation. Basically, this should not matter at all!
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Regardless of the process a human being achieves in developing a unique
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character, and the tremendous complexity that subsists in his
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neuropsychological growth, it almost only pertains to how others interpret
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his reactions and behavior.
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That in mind, we couldn't care less about how a machine obtaining a real
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genuine thought, or a lifelike style of its own. We will design an
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algorithm of learning that will eventually attribute a character to the
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machine, depending on how much and how fast it could process the SELECTED
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REACTIONS.
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In other terms, given one action that is having ten children listen to an
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adult instruction such as "Finish your homework, then watch TV" we could
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observe ten different reactions ranging from obedience, to defiance. And
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that relates to:
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- How bad the child wants to watch TV
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- How important are his homework
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- What is shown on TV
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- Is it a circumstance free situation or has it to do with another
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(might say no in revenge for not having ice cream an hour ago)
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- and much more situational parameters.
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In machine land, our CPS would have built a certain database of events in
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correlation with the outcome that happened, indexed them according to a
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judgmental scale, and throughout its uptime, it will select how to react
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upon life events according to what it has been fed as an Index Key
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Priority.
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Technically speaking, this is very easily programmable with recent database
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technologies and language. The more parenting and training our CPS takes,
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and efficiency in our database selection design, the more chances are to
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obtain a unique character and attitude.
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b) The two paradigms of learning that concern us are:
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SUPERVISED and UNSUPERVISED.
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First, let us talk about the basics of machine learning.
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Classic AI always outlined machine learning from reaching a state of
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consciousness, as it is believed that computer learning is only about
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designing algorithms to find statistical regularities or various data
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patterns. And then tried to resolve problems such as Classifications,
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exclusive-OR decisions, and so forth, with Decision Trees.
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Decision Trees are a simple but effective logic design, where a chain of
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boolean questions might take you down the leafs as you pick up your choices
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Yes,No,No,Yes.
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In our opinion, and as Neural Networks progress only showed, this design
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could attain at its best a good speech recognition utility or a medical
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assistance program that would diagnose and evaluate cancer subjects.
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In this approach, Supervised Learning is the logic of feeding the AI with
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rules of a world (classification system) we already created, and relying
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heavily on the training our machine gets in order to minimize the error
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margin (Markov theorem, Bayesian Networks.)
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On the other hand, Unsupervised Learning shifts interest more toward
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decision making than it is to classification. It is simply a way to find a
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framework suitable for decision oriented reasoning, based on a
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punish/reward outcome.
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This model builds up a history of results, upon which it bases a
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statistical decision making techniques for the future questions at hand.
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Clustering is the second Unsupervised Learning type, and is achieved by
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finding similarities in the training data, not trying to boost a utility
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function.
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Now that this was said, let us think about the limitations.
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Whether we preprogrammed the AI to reach a certain purpose, or by itself
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as a systematic self-learning module, the LEARNING mechanism should always
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follow one standard set of stimuli.
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Let's outline this from the point of view of cognitive psychology:
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- Memory and recognition. It is a fairly straightforward job for a
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programmer to design a system with pattern matching, measuring of
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distances, and sequential treatment of information.
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- Verbal and linguistic evaluation. The AI should have a method to
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distinguish and assess similar information indices. Just like a
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human deja vu, it MUST relate the event to different occurrences
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stored in the memory, and decides its reaction based on how
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significant the other instances were at the time. This will
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eventually allow us to hope that this design would one day generate
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(i.e)new sentences of its own.
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Interesting! Imagine the AI analyzing large amounts of data, images,
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sounds... on a regular basis while indexing the databases according to
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what possible emotions they would generate, and have it finally trained
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for this evaluation. It should come as no surprise if we had a design
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that could write poetry!
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- Comprehension. As absurd as this might sound, AI has better assimilating
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facilities than humans. The process of comprehension is the most
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complicated phenomenon observed in Neuroscience, but from the very simple
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facts we concluded, machinery has the upper hand due to greater speed of
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processing than and better memory storage than ours. Now this is not a
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comparison between Men and Machine. We simply mention this as a fact that
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AI surpasses the human limitations of comprehension and it is only
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intuitive that such a design is possible.
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- Neuro linguistic science has shown that humans have more
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difficulties understanding negation sentences than simple affirmative ones.
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Unlike humans, computer science treats booleans with the same speed and
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effort.
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Many more disadvantages of comprehension process simply do not exist in AI.
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That also means a great supply of information will be needed.Be it
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negations, complexity or ambiguity of sentences, this AI model is able
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to treat them with promising speeds to reach a self learning stage.
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Associating actions to the reactions analysis.
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c) Perceiving the Universe is a mapping mechanism of Time and Space that
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we encounter through our biological senses. This we shall call the
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FLUXION SENSITIVITY.
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Most importantly is to apply a successful text mining / pattern matching
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module to our AI, which will analyze text as its only sense of the
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Universe.
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Fifty years of progress in this field allowed many researchers to reach
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a respectable level to the extent of using some customized AI programs in
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forensic psychology and criminology investigation.
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The only new idea our model has to bring to the world of AI is an
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EMOTIONAL SIMULATION module.
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Emotional simulation is a two-way library of reactions prediction.
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Let us go into that.
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For each event, a human being would display a certain emotion.
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This is vastly exposed in body language, tonality, timeline of the speech,
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and verbal choices.
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We will only be concerned in expression analysis and timeline display.
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Our model was based on a typology study done at the University of Kent,
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for a police interview tactics handbook. We used the same algorithm to
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detect emotions and display them in return.
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(Think of it more as detecting the logic behind emotions.)
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The Kent model is a big failure and nonsense, but nevertheless the three
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steps of the design set the stage for our Emotional Simulation (but in
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reverse):
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- delivery
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- maximization
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- manipulation
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[Note: some readings about Kent's model could be in hand at this time]
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In short, delivery has about 12 variables of expressions, open, close,
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leading. Maximization occurs when police agents try to intimidate the
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subject and push him to give out more clues. Our maximization is fishing
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for clues technique, used by asking more key questions.
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There is not much to explain about manipulation. In our study, it could
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easily be merged with the maximization step.
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Hopefully, in a few months (by mid 2008), we could put a complete program
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to test, that will not only detect the meanings of expressions, but will
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also "assume" the emotions behind them, and switch its mode to the
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appropriate behavior.
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This AI will be the first model that could literally switch moods.
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=========================================================================
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III. Ontology
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a) Are we heuristics?
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For the second part of this paper, we will be discussing the core formation
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for this AI model. Its existence and what constitutes its regulations.
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A common pitfall most AI scientists encounter is, to have a design based on
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precise mathematical reactions and decisions. Now let's go over this method
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first.
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The evolution of AI happens to go from mimicking human responses, to
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impressive behavior simulation. The designer usually tries to produce a
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perfect replica of the human performance.
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Now what will happen if even the most advanced researches in neuroscience
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haven't even scratched the shell of human neuropsychology? most importantly
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DECISION MAKING. How would we replicate a phenomenon if we haven't fully
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understood what drives it and how it reaches its steps?
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This is why computer science employs a preprogrammed set of responses,
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based on what the designer believes is appropriate for humans, implementing
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a classic database structure that can only lead him to a one-way exclusive
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question-answer AI.
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This classic method is flawed. Period.
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One better approach to this is to avoid concepts of imitation and jump
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right through to what is called a Rule Of Thumb mode, which allows a
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certain vague margin for correct answers.
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Using a heuristic method to resolve the problem of decision making, not
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only set stage for a more fluid AI, but also showed us practicality and
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broader playground for the programmer.
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In terms of allowing many indexing modules to play the role of priority
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selector for each decision that is to be made.
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For example, if you have to decide what pizza to order. Your mind filters
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would process and infinite numbers of POI before putting the decision in
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perspective, and most of the times, you normally "feel" it was a random
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choice and you could have survived with others.
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But what if you try one kind, and found it was so delicious that you wanted
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to order it again next time? This is where the priority indexes come in
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handy.
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The CPS has the freedom to add, remove, promote or demote indexes for each
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POI or family of POI, based only on what it "assumes" to be an acceptable
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circumstance.
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This is a tricky turnaround in theory, but for the programmer, it is still
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the same straightforward job, and could be the first gap filler between
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boring Q/A programs and Hollywood Incredible Sci-Fi.
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c) Sub-symbolic design
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In order to architect a sophisticated knowledge design, Newel and Simon
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invented the theory of symbolic design, where a set of semantic rules might
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be applied to construct a further more complex structure.
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I won.t say we are restricted to the subsymbolic design, but in fact, this
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theory fits perfectly.
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So both sides of sub-symbolic design are used to our advantage and not
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changed in theory:
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- Alternative development
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- Hybridism of subsymbolic and classic symbolic NLP (Natural Language
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Processing). Once the learning module is concluded, SS design will set the
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stage for the real MULTI-AGENT interference.
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The geometrically increasing computing power promotes five factors tending
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to reduce radically the role of any species of logic in IT :
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1. Since deterministic applications are vanishing, the conventional
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algorithm (pattern marching) is not anymore program backbone.
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2. Even when still useful, the conventional algorithm is not anymore the
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main programming instrument.
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3. In AI the symbolic paradigm is steadily replaced by several sub-symbolic
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ones, based on fine-grain parallelism.
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4. Even when symbols are used, they are stored in and retrieved from huge
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and cheap memory, rather than processed through sophisticated reasoning
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schemes (case-based reasoning is just a blatant example).
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5. Cognitive complexity of new, sophisticated logics is too high for a
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designer, when cut and try, is affordable.
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This might sound a big deal of mambo jumbo at this point, considering the
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introductory nature of this paper, but more in depth details about this
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once the publication of this project will be official.
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d) Artificial Desire
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Very little have we to say about Artificial Desire. As we saw in the index
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priority and POI set of rules, we might easily trigger a vice-random
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decision when it comes to natural desire for things, but at this point, we
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haven.t even perfected any way to make the AI really desire something. More
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like have it chose from a similar range of choices based on time
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variations, frequency of this choice, or event yet, have it try something
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for a first time. Neither us, or anyone who previously indulged in AI
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science dares to claim giving a machine this attribute.
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Nevertheless, having a decent normal vice-random desire choice maker
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module, will simulate human behaviorism to a great extent, and fakes it.
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"We could have different choices with each one a probability of success
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based upon the past:
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- 90%
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- 88%
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- 85% " as explained earlier.
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So generally AI choses the first choice but for one time AI wil go for the
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second and see what happen. That could be considered as a "desire".
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This fake simulation might also apply to the reasoning construct.
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Even if applied conforming to Kant.s practical reasoning, we still have to
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forge a "moral decision" based on what our CPS has a-priori set of rules,
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and have the programmer stand in charge of supplying
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the AI with this route.
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IV. Conclusion
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In a few words, I would like to apologize for the dry style of this paper,
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it started as a dissertation thesis and ended up as my future hobby side
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project. We might never even come close to a full artificial conscious
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design, but this model introduction surely drew a few interesting
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turnarounds that might facilitate future innovations.
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I hope reading it was exciting enough for as many of you to be interested
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in further studies about this wonderful field.
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-C
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c@cdej.org
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