Curriculum for AI

From: Michael Roy Ames (michaelroyames@yahoo.com)
Date: Sat Dec 28 2002 - 21:19:57 MST


Let the games begin!

A few weeks ago I started trying to put together a teaching curriculum
for Friendly AI. After making a couple abortive attempts, I realized
(even more than before) that there was one hell of a lot of things that
an AI needed to learn before ve could understand the first thing about
Friendly content. So, I punted the idea of Friendly content up a level
(or five), and attempted to figure out how to teach an AI what it needs
to know before that. I created some lesson outlines, game descriptions,
teaching goals and microdomain definitions. I now have about 40 pages
of (rather incomplete) notes. They could easily be fleshed-out to 240
pages... but... before doing that perhaps I should take a reality-check.

These are links to three formats of the notes:

Word97
http://www.geocities.com/michaelroyames/Curriculum-for-AI-20021223.doc
HTML - Readable stuff starts after a long table of contents.
http://www.geocities.com/michaelroyames/Curriculum-for-AI-20021223.htm
RTF (Works with Abiword)
http://www.geocities.com/michaelroyames/Curriculum-for-AI-20021223.rtf

Described within is one way (out of many) to teach an AI from 'scratch'.
The teaching format may seem a little restrictive or 'constrained', but
I made it that way so programming an automated teacher would be fast and
easy.

The basic idea is to teach an AI through the playing of games. Starting
with very simple games, and gradually getting more complex. By playing
the games in various microworlds it is intended that the AI build a
variety of concepts without being overwhelmed with complexity. These
concepts can then be applied to real-world real-time data, and could be
used to acquire a small subset of human language (and various other
skills). Education through game playing... hey, it works for kids!

What problems do you see with this approach?

Comments, new game ideas, and new microdomain ideas welcome.

Michael Roy Ames



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