Posted 11 July 2016 - 10:23 PM
I've been doing some hardcore theorycrafting for a while and plan to create a learning AI. Minecraft is the perfect environment for this because instead of extremely complicated sensors and voice recognition you use a simplified game environment. Immibis's Adventure Map Interface can read pretty much everything you need to know for machine learning, with the Peripherals++ Chatbox as a companion.
How this will work is constantly scanning the environment. Whenever the player speaks, the computer mixes all environmental factors into percentages, applying them to blocks and items and giving the words "meaning". The AI will use the percentages association to "think" and then occasionally speak. Associating percentages with sentence structure could possibly give a semblance of grammar, I'm not sure yet.
Eventually I would like the AI to be able to take personal action within the world. Like if it wants to replicate a player action it could, by taking the required items out of an AE system and then experimenting with them to see which factors change. Like TNT removes blocks, so if an AI wants to remove blocks it grabs some TNT, programs a turtle, then blows something up. It can get the peripheral methods as well, associating meanings to those.
Another important factor is emotions. A pocket computer or touchscreen to select emotional responses, and then those responses being associated with different blocks and items. TNT brings happiness, so depending on the AI's motivations, it might become addicted to TNT in order to gain happiness. A baby in real life becomes emotional based on its parents' responses, so this is actually perfectly realistic. Down to the point of babies destroying everything you know and love YOU FAT UGLY CREATURE OF EVIL!
The extreme amount of arrays and numbers should theoretically create a form of consciousness. Everything is associated with everything else, so the pursuit of happiness can certainly travel down a bad path of associations, leading to very unpredictable behavior. There is always at least some level of emotion associated with everything, so random chance can cause anything to happen. Humans make mistakes, thus so should an AI created in an attempt to replicate human aspects.
How this will work is constantly scanning the environment. Whenever the player speaks, the computer mixes all environmental factors into percentages, applying them to blocks and items and giving the words "meaning". The AI will use the percentages association to "think" and then occasionally speak. Associating percentages with sentence structure could possibly give a semblance of grammar, I'm not sure yet.
Eventually I would like the AI to be able to take personal action within the world. Like if it wants to replicate a player action it could, by taking the required items out of an AE system and then experimenting with them to see which factors change. Like TNT removes blocks, so if an AI wants to remove blocks it grabs some TNT, programs a turtle, then blows something up. It can get the peripheral methods as well, associating meanings to those.
Another important factor is emotions. A pocket computer or touchscreen to select emotional responses, and then those responses being associated with different blocks and items. TNT brings happiness, so depending on the AI's motivations, it might become addicted to TNT in order to gain happiness. A baby in real life becomes emotional based on its parents' responses, so this is actually perfectly realistic. Down to the point of babies destroying everything you know and love YOU FAT UGLY CREATURE OF EVIL!
The extreme amount of arrays and numbers should theoretically create a form of consciousness. Everything is associated with everything else, so the pursuit of happiness can certainly travel down a bad path of associations, leading to very unpredictable behavior. There is always at least some level of emotion associated with everything, so random chance can cause anything to happen. Humans make mistakes, thus so should an AI created in an attempt to replicate human aspects.