📄 Extracted Text (4,673 words)
CogBot:
Integrative artificial general intelligence software
to enable childlike intelligence in a humanoid robot
R&D Proposal
Abstract
The central challenge in the Al field, since its beginning in the 1950s, has been the apparent gap between
subsymbolic and symbolic intelligence. We have designed a unique approach to bridging this gap, via using novel
pattern recognition technology to interface two existing Al software systems: the DeSTIN (subsymbolic) hierarchical
pattern recognition engine, and the OpenCog (largely symbolic) integrated cognitive architecture. We propose to
implement this design, and to demonstrate its success via using the integrated OpenCog/DeSTIN system to control a
Robokind humanoid robot carrying out a variety of preschool-type activities.
The proposed "CogBot" project is a collaboration between AI firm Novamente LLC and Hanson Robotics, with
advisory support from the University of Tennessee, Knoxville. Commercially, the software produced will have direct
application to the toy robot market, and much broader indirect commercial and research implications. Further, it will
constitute a revolutionary breakthrough in man-machine interfaces and cognitive robotics, laying the groundwork for
ongoing development of advanced Als and robots displaying emotional and social understanding of human beings,
alongside their general intelligence.
Introduction
At its inception in the 1950s, the Al field aimed at producing human level general intelligence in computers and
robots. Within a decade or so the difficulty of that goal became evident, and the Al field refocused on producing
systems displaying intelligence within narrow domains. This focus on "narrow Al" has been strikingly successful in
some regards, leading to practical Al applications such as Google's search and ad engines, Deep Blue and other game-
playing Als, IBM's Watson Jeopardy-player, a host of profitable Al financial trading systems, and so forth. Over the
past few years, however, there has been a resurgence of research interest in the original goals of Al, often using
terminology such as Human-Level Al or Artificial General Intelligence (AGI) [1,2,3,4]. The core reason for this
resurgence is a feeling that, due to advances in the Al field and in allied areas such as computer and robotic hardware,
computer science, cognitive psychology and neuroscience, we are in a far better position to approach these goals
today than were the founders of Al in the 1950s.
One may ask why, given all the amazing recent developments in applied Al and allied areas, we have not yet
seen Al software systems with humanlike general intelligence. We believe there is one key ingredient missing — the
effective linkage of subsymbolic Al methods, dealing with raw perceptual and motoric data, with symbolic Al
methods, dealing with abstract reasoning and language, and higher level cognition. The Al field now possesses able
algorithms and architectures on both the symbolic and subsymbolic sides, but without both aspects working together,
human level general intelligence is hard to come by.
Some researchers aim to bridge the gap by making subsymbolic Al systems intelligent enough that they can
learn symbolic reasoning via experience. After all, they figure, symbolic reasoning originally evolved from subsymbolic
thinking — humanity's distant evolutionary ancestors probably didn't do much symbolic reasoning. Others aim to
bypass the need for subsymbolic processing, figuring that one can create a human-level Al well enough by
communicating with it using text chat, and having it gather knowledge from the Web and structured databases — all
sources that are easier to feed directly into a symbolic Al system. Some feel the crux of the Al problem lies on the
symbolic side, and if one wants to make an Al system controlling a robot, one can simply bolt some separate
perception and motor-control modules onto one's symbolic Al system.
The solution we suggest is different, and in a certain sense simpler. We propose to interconnect a highly
functional, primarily symbolic AGI architecture (OpenCog [5], an international open source project), with a highly
functional subsymbolic Al system (DeSTIN [6,7], developed at the University of Tennessee, Knoxville). We propose to
http://opencog.org
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perform this connection, not merely by linking the two systems as separate modules, but by enabling the two systems
to exchange deep information regarding their internal states, and provide guidance to each others thinking. In order
to do this, we have designed a unique pattern recognition layer intended to live between DeSTIN and OpenCog, and
translate between the languages of the two different systems [8]. The combined OpenCog/DeSTIN system will
powerfully display a core principle of AGI called "cognitive synergy," key to the OpenCog architecture, according to
which different aspects of an intelligent system are engineered to help each other out of cognitive bottlenecks.
Human-level AGI, like human intelligence, is largely about practical interaction with the physical world and
other beings in it. Therefore, to refine and test our approach to OpenCog/DeSTIN integration, we will pose the
integrated system the task of controlling a Hanson Robokind robot in a robot lab environment — a cognitively enabled
robot or "CogBot." We will specifically aim at enabling the Robokind to carry out a variety of preschool-like behaviors,
such as playing with blocks and conversing about its play activities. This forms a natural extension of our current work
using OpenCog to control animated characters that build things with blocks in a 3D video game world; and of prior
work using OpenCog to control a Nao robot in a robot lab in a simpler way, without benefit of hybridization with
DeSTIN or any similarly sophisticated perception/action system [9]. The use of a preschool-like setting enables the
application of ideas from developmental psychology to guide and assess the AGI's progress [10].
We don't, of course, aim at this stage to create a robot giving a perfect simulation of a human child. Both the
body and mind of our proposed "CogBot" system are very different from those of any human being. Qualitatively,
our aim with the robotics aspect of the project is to create a robot that is recognizably and irrefutably generally
intelligent, in the rough manner of a young human child. We will also perform careful quantitative evaluations of our
work, developing formal intelligence metrics for the robot via appropriately modifying measures used to gauge the
intelligence of young human children, and studying how the robot's intelligence varies as one changes the
configurations of the underlying Al components. As discussed in a recent article of ours in Al Magazine [11], we
believe this is a robust approach to measuring incremental progress toward full human adult level AGI; certainly much
more so than the Turing test (emulation of human text chat) which has proved deeply flawed in practice [12].
Due to the complexity of the underlying Al systems (OpenCog and DeSTIN), the proposed project is a
multidisciplinary effort involving component problems in multiple Al areas, including computer vision and audition,
humanoid robot control, computational linguistics, probabilistic reasoning, automatic program learning, assignment of
credit and concept creation. Achieving the project goals will not require breakthroughs in any of these areas; the
focus will rather be on integration and synergetic behavior. However, the results of this research are expected to yield
interesting advances in each of these areas, in addition to the advancement toward human-level artificial general
intelligence implicit in the achievement of childlike intelligence in a humanoid robot.
Finally, in addition to the scientific and commercial implications of this work, we believe the broader
humanitarian implications also merit some reflection. Part of our motivation for undertaking this work is a desire to
guide the future development of advanced Al and robotics in a positive direction. As Ray Kurzweil and others have
recently argued [13], it is a distinct possibility that the artificial intelligences of several decades hence will be more
intelligent and generally competent than any human being. In this light, we consider it crucial that as robots gain
more and more general intelligence and capability, they do so in the context of strong emotional and social awareness
of the human world, and rich emotional interaction with human beings. We predict that deep emotional
understanding is a necessary condition for an artificial intelligence to be able to accurately judge the effects of its
possible actions on human welfare. So we view the work on childlike robot general intelligence, proposed here, as
potentially constituting early steps toward the development of much more broadly capable generally intelligent
robots and Al systems, which possess empathy and human understanding along with their intelligence.
Background
The background for the project comes from multiple disciplinary directions — computer science, cognitive
science, robotics and systems theory — and the project's conceptual direction is the result of collaboration between
three interdisciplinary researchers and technologists:
• Dr. Ben Goertzel: Principal Investigator; scientific leader of commercial project sponsor Novamente LLC. Dr.
Goertzel is an Al researcher with a mathematics background, the leader of the international Artificial General
Intelligence research community.
• Dr. David Hanson: Co-Investigator; scientific leader of commercial project sponsor Hanson Robotics. Dr.
Hanson's whose interdisciplinary background in arts, design and robotics led him to develop a variety of
revolutionary robots including Robot Einstein and Hanson Robokind (the latter to be used in the proposed
project) [see Figure 2]. These robots feature novel robot skin enabling humanlike emotional expression, and
feature a unique combination of hardware and software features focused on rich emotional interaction with
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human users.
Dr. Itamar Mel: Scientific Advisor. Al and engineering professor at the University of Tennessee Knoxville, the
creator of the DeSTIN (Deep Spate°Temporal Inference Network) software to be used in the project for robot
vision and action (to serve as an intermediate layer between OpenCog and the Robokind robot)
The project involves three key components, corresponding to these three researchers:
• The OpenCog artificial general intelligence architecture [5,8], an open-source software project initiated by Dr.
Goertzel and now developed and maintained by a global open-source community led by Goertzel and others
• The DeSTIN framework for machine perception (extensible to action as well), developed by Dr. Itamar Arel
and his students at the University of Tennessee, Knoxville; now an open-source software project bundled with
OpenCog
• Hanson's robotics hardware, the Hanson Robokind, and his open-source software for specifying and
maintaining intelligent characters with individual personalities [15],
— integrated in a manner that is inspired by the prior research and thinking of Goertzel, Hanson and Arel, but also has
critical novel aspects. The core of the project is a novel approach to bridging the sensation/action domain as
embodied in the Robokind's sensors and actuators and recognized via the (subsymbolic) DeSTIN Al software, and the
domain of symbolic, abstract Al cognition as embodied in the OpenCog cognitive architecture.
OpenCog is the most practically advanced software system explicitly oriented toward Artificial General
Intelligence. Compared to other contemporary AGI-oriented software systems , OpenCog has a more professionally
designed and implemented codebase, and a wider range of functionalities. Conceptually, the OpenCog architecture is
unique in its integration of a number of powerful learning algorithms within a human-like cognitive architecture.
OpenCog has been used in a variety of commercial projects in areas such as natural language processing,
financial analysis and bioinformatics. The main thrust of current OpenCog development is the use of the system to
control animated characters in a video-game world — which, following a long tradition in the Al field, is a world where
most objects are built from small blocks, whose positions and interactions the Al system can fully understand and
manipulate. OpenCog guides characters in the world as they explore and try to achieve their goals. This is a follow-up
to earlier work using OpenCog to control virtual pets in a simpler virtual world [17].
OpenCog has also previously been used to control a Nao humanoid robot [18]. However, this was merely a
prototyping activity, which was not expected to yield dramatic embodied intelligence, due to OpenCog's lack of a
serious perception and action module at that time. The core aim of the present proposal is to remedy this lack.
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Samsonovich [16] has given a good general overview of the various AGI software systems at play in the field
currently, including e.g. classic systems like SOAR and ACT-R, and more modern ones like (to name just a few) Stan
Franklin's LIDA system, Joscha Bach's MicroPsi and Nick Cassimatis's PolyScheme.
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Figure 1. Top: Screenshots of virtual dog controlled by OpenCog engine, as it learns soccer skills via imitation and
reinforcement, and builds semantic models ofits environment. Bottom: Screenshot of "blocks world" being usedfor
current OpenCog experimentation; the robot is one ofmultiple OpenCog-controlled characters.
DeSTIN, a machine perception architecture, fills a major gap in OpenCog — the processing of complex, high-
bandwidth perceptual data, as is produced by camera eyes or microphones. It possesses a hierarchical architecture
similar to the human visual and auditory cortices, and an efficient algorithmic implementation that exploits the
massively parallel processing provided by GPU supercomputers. Currently it is being used for recognizing patterns in
images and videos, but the architecture can be straightforwardly extended to audition as well, and also beyond
perception to handle actuation.
To connect DeSTIN and OpenCog in a maximally effective way, we have designed a unique "semantic
perceptual-motor hierarchy", which sits between the two systems, incorporating aspects of each. As depicted in
Figure 3, it has DeSTIN's hierarchical structure, but represents knowledge using OpenCog's symbolic semantic network
representations, rather than DeSTIN's subsymbolic numerical vectors. This semantic hierarchy naturally maps into
both DeSTIN and OpenCog, and enables the two systems to pass information to each other frequently as they
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operate, enhancing each other's intelligence synergetically.
at
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Figure 2. Left: Dr. Hanson's Robot Einstein, probably the most expressive and emotionally evocative robot face ever
constructed. Right: Hanson Robokind — the emotionally expressive humanoid robot to be used in the current project,
based on a donation of two robots from Hanson Robotics.
To refine and evaluate this novel approach to bridging OpenCog's symbolic reasoning and DeSTIN's
subsymbolic pattern recognition activity, one requires a sufficiently sophisticated platform for receiving sensations
and executing actions. The Hanson Robokind robot provides high-quality visual and auditory sensors and servomotor
capability, at a level previously available only in research robots costing hundreds of thousands of US dollars).
Furthermore, the Robokind's capability for facial emotional expressiveness is unparalleled in any previous
commercially available robot regardless of cost. This feature is valuable because it gives the Robokind ability to elicit
interesting, informative behavior from humans, thus help the OpenCog engine to gain the emotional and social
knowledge it needs to interact effectively with the world.. This facial-expression capability is based on special
patented flexible robot skin that was developed in Hanson's prior research robots such as the well-known Robot
Einstein, and is brought to the commercial market for the first time in the Robokind (Figure 2).
Project Aims
The high-level objective of the proposed CogBot project is to create a software system instantiating a
solution to the most fundamental problem holding back progress toward AGI: the bridging of the symbolic and
subsymbolic levels of mental activity. Among the many subproblems to be addressed in this context, the most
fundamental regards intelligent, synergetic interfacing between low-level robotic perception/action data and more
abstract Al cognition — a problem for which we have a novel solution.
On a technical level, the key aims of the project in pursuit of this objective are:
1. To create an intermediate "semantic hierarchy" connecting DeSTIN and OpenCog
2. To make various changes identified as necessary to DeSTIN, to enable effective connection with the semantic
hierarchy
3. To adjust OpenCog's internal cognitive algorithms for optimal functionality on the data coming from the semantic
hierarchy (mainly the PLN probabilistic logic engine, the conceptual blending algorithm for creating new concepts,
and the Fishgram pattern recognition algorithm)
4. To integrate the combined OpenCog/DeSTIN software with Hanson's robot control software, and with open-
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source text-to speech (Festival) and speech-to-text (Sphinx) engines, to enable the system to control a Robokind
humanoid robot
S. To refine and evaluate this robot's capability to carry out simple "child-like" tasks in a robot lab furnished with
appropriate preschool-like equipment
Alongside its scientific value, this work has the potential to serve as the starting-point of a variety of
commercial applications. Consumer robots are one excellent example of such an application area. Imagine a toy
robot that can learn from its experience and reason about its surroundings and the simple intentions and desires
of their owner, interpret, process, and express emotions, and communicate in simple English, somewhat like a
small child! Such a toy would not have to display perfect, flawless intelligence to be exciting and appealing to its
own — since it's just a toy, it's OK if it learns as it goes. The proposed project will develop the underlying software
platform to enable such robots, and demonstrate this platform via a "proof-of-concept" demonstration prototype
running on Hanson Robokind robots. A toy robot with capabilities closely inspired by those of a young human child
would be invaluable for Al and robotics research, and also potentially very compelling as a commercial product, as
well as a proof of concept for applications of the underlying technology to other interactive technology
applications. Although Robokind is a moderately costly research robotics platform, the technology we develop in
this project will be portable to other, more commercially viable toy robots -- as well as a wide variety of other
physical devices ranging from home service robots to mobile phones or game consoles.
To step back a bit and put it more generally: The goal of this project is to create open-source Al software for
robot control, focused on enabling intelligent interaction between the robot and users, in a manner making full
use of the physical context in which the robot and the users are embedded. The interaction will include learning,
reasoning and emotional interplay. The results will be scientifically revolutionary, and also provide a basis for
commercialization in toy robotics and many other areas
Strategy and Methodology
The fulfillment of the project's aimed involve a significant amount of highly technical software
development, which will be carried out by experienced members of the OpenCog and DeSTIN software teams.
Figure 3 gives a high-level diagram illustrating the integration of DeSTIN and OpenCog, in the context of humanoid
robotics. Figure 4 depicts more of the internals of the OpenCog architecture, as currently being used for animated
agent control. From OpenCog's perspective, the robot and game character are essentially the same sort of entity —
the difference lying in the critical "symbolic/subsymbolic converter" component that translates between the
language of perception/action (DeSTIN states) and the language of abstract cognition (OpenCog's internal Atom
representation). Figure S gives a deeper view of OpenCog/DeSTIN integration.
Note that in this design, the bulk of the robot's "mind" lives on a laptop or PC assumed to be on the same
wifi network as the robot. In a commercial product based on this design, a portion of the robot's mind may also
live in the cloud, allowing sharing of knowledge between different robots. The processor on board the robot
handles real-time action response, low-level sensory processing, and communication with the rest of the robot's
mind via wifi.
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.....'later
OPEN COG
Intermediate Semantic
Hierarchy
Critic
Hierarchy
Perceptual Action
Hierarchy Hierarchy
DeSTIN
Figure 3. High-Level Architecture of proposed system. Key components include the Hanson Robokind robot, the
OpenCog cognition engine, the DeS77N perception/action engine, and a novel "symbolic/subsymbolic converter'
translating between DeSTIN's subsymbolic perception/action language and OpenCog's semantic-network
language.
Pit Conceptual
Comprehension PLN SCAN MOSES
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Perception Selection End
Genetation Control
Engine Control
OpenCeo Prime
Intelligent character
In game world
Figure 4: Key components of the OpenCog integrated artificial general intelligence architecture, shown in the context
of intelligent game character control. The proposed robotic application is similar, but with the DeS77N
perception/action component used as an intermediary between OpenCog and the robot, as robot perception/action is
much subtler than its analogue in the virtual world.
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OpenCog
AtomSpacc
Intermediate Semantic Hierarchy
concept node
above the semantic hierarchy
level representing faces. is a
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Figure 5: An in-depth illustration of the "intermediate semantic hierarchy" referenced in Figure 3. in the context of
face recognition, this shows the interfacing between DeSTIN and OpenCog's "cognitive semantic network"
knowledge representation, via means of a symbolic-subsymbolic translation layer that utilizes OpenCog's
knowledge representation atoms but possesses DeSTIN's hierarchical structure. This unique interfacing layer is the
central scientific novelty of the proposed project.
Anticipated Outcomes and Impacts
This project offers the potential to introduce a dramatic advance in artificial general intelligence and cognitive
robotics. It will serve as a platform for further dramatic advances, in the form of ongoing aimed at producing
software enabling humanoid robots to achieve humanlike general intelligence beyond the early childhood level. Its
successful completion is expected to have broad impact on the Al field, inspiring other researchers to pursue
integrated cognitive architectures for intelligent agent control, and in general helping to revive research interest in the
original, ambitious goals of the Al field.
Concretely, in order to ensure this influence happens, we intend to publish at least three papers in high-impact
journals summarizing the results of the project, along with making a highly-publicized release of the open-source code
developed, and launching a series of YouTube videos showing the intelligent robot children in action. Presentations at
appropriate conferences will also be done, including academic robotics and Al conferences (AAAI, IEEE) as well as
futurist conferences such as the Singularity Summit, Humanity+, World Future Society, etc.
We intend to encourage the commercialization of the technology developed in the project, initially via
collaboration with Hanson Robotics and Jetta (the Hong Kong firm that manufactures Hanson's robots) on the creation
and marketing of intelligent robot toys. Hanson Robotics has carefully explored the business and technical aspects of
this sort of product offering, but currently lacks the Al technology to make it work on their own. Detailed design and
development of the toy robot product would occur in late 2014 concurrently with the final stage of the project, and
product launch could tentatively be expected for Christmas 2015.
Of the $21billion market for remote-control electronic toys, about $200 million consists of higher-end robotic
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devices costing $100 or more (including e.g. the Nao, smart drones like the Parrot, and the Kondo robot kits).3 At
lower price points, it's hard to draw the line between robot toys like RoboSapien and "mere' electronic remote
control devices. Clearly the market for —$100 robot toys could be grown dramatically via the entrance of radically
superior technology into the marketplace. The pricing modelfor a Cogbotics toy robot would likely include an initial
hardware cost of - $99, plus a monthly subscriptionfee of perhaps $4.99, the latter buying online access to Cogbotics'
AGI servers supplying the robots with advanced intelligence.
Beyond this, there are a number of possibilities for commercialization of the specific cognitive robotics
technology expected to result from this project, including in:
• The robotics industry. The advances in general intelligence, social awareness and emotional accessibility
developed for robots will make them suitable to take on more roles in the service industry, among others.
• The toy industry. With toys becoming increasingly sophisticated and electronic, our proposed software can be
applied to drive the behavior of new electronic toys.
• The consumer electronics industry. Consumer electronics such as tablet computers and smart phones could
benefit greatly from being more intelligent, more responsive to users' emotions and more predictive of users'
needs.
And of course, the follow-on AGI development enabled by success in our project could have much broader
commercial impact.
We are also enthused about the broader social implications of advanced artificial general intelligence making
its initial advent in the guise of friendly, childlike humanoid robots. In the future as AGI advances beyond the childlike
level, human attitudes toward AGI may become complex and contentious; we believe the best path to an agreeable
future is one in which people and early-stage AGIs have a relationship of mutual social and emotional understanding.
Timeline/Milestones
We envision the proposed work as an 18-month project, with a high-level timeline as follows:
Sep-Dec Creation of prototype system using OpenCog to control Hanson Robokind
2012 Initial integration of DeSTIN with OpenCog/Robokind
• Improvement of OpenCog infrastructure for effective real-time robot control
Jan-April Completion of DeSTIN integration
2013 Testing and tuning of OpenCog for robot action learning
• Revision of OpenCog language processing subsystem to enable flexible language learning
May-July Teaching the system emotion and gesture perception
2013 Experimentation with imitation learning
• Porting "building/playing with blocks" behaviors from game world to robot
Aug-Oct Emotionally modulated speech generation
2013 Teaching the system to describe its behaviors, and ask questions, appropriately
• Emotionally and sodally appropriate linguistic communication
Nov 2013 - Experimentation with childlike learning scenarios
Feb 2014 Adjustment of system components as needed to Improve performance
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Figures via personal communication from Mark Tilden, founder & chief scientist of Wowee, maker of RoboSapien
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References
1. B. Goertzel and C. Pennachin, Artificial General Intelligence. Springer, 2005.
2. (AGI-01] B. G. Stan Franklin and P. W. (Editors), Proceedings of First Conference on Artificial General
Intelligence. IOS Press, 2008.
3. (AGI-02] P. H. Marcus Hutter and B. G. (Editors), Proceedings of Second Conference on Artificial
General Intelligence. Atlantis Press, 2008.
4. N. C. (Editor), Human-Level Intelligence (Special Issue of Artificial Intelligence Magazine). AAAI, 2006.
5. B. Goertzel, "Opencog prime: A cognitive synergy based architecture for embodied artificial general
intelligence," in Proceedings of ICCI-09, Hong Kong, 2009.
6. Arel, D. Rose, and T. Karnowski, "A deep learning architecture comprising homogeneous cortical
circuits for scalable spatiotemporal pattern inference." NIPS 2009 Workshop on Deep Learning for
Speech Recognition and Related Applications, Dec 2009.
7. Thomas P. Karnowski, Itamar Arel, Derek Rose: Deep Spatiotemporal Feature Learning with
Application to Image Classification. ICMLA 2010: 883-888
8. Goertzel, Ben (2011). Integrating a Compositional Spatiotemporal Deep Learning Network with
Symbolic Representation/Reasoning within an Integrative Cognitive Architecture via an
Intermediary Semantic Network. Proceedings of AAAI Symposium on Cognitive Systems, Arlington
VA
9. Goertzel, Ben and Hugo de Garis. XIA-MAN: An Integrative, Extensible Architecture for Intelligent
Humanoid Robotics. AAAI Symposium on Biologically-Inspired Cognitive Architectures, Washington
DC, November 2008
10. Goertzel, Ben and Stephan Vladimir Bugaj. AGI Preschool: A Framework for Evaluating Early-Stage
Human-like AGIs. Proceedings of the Second Conference on Artificial Genera! Intelligence, Atlantis
Press.
11. Sam Adams, Itmar Arel, Joscha Bach, Robert Coop, Rod Furlan, Ben Goertzel, J. Storrs Hall, Alexei
Samsonovich, Matthias Scheutz, Matthew Schlesinger, Stuart C. Shapiro, John Sowa (2012).
Mapping the Landscape of Human-Level Artificial General Intelligence. Al Magazine, Winter 2012.
12. P. Hayes and K. Ford., "Turing test considered harmful," IJCAI-14, 1995
13. Kurzweil, Ray (2005). The Singularity Is Near. Viking.
14. Breazeal, Cynthia (2002). Designing Sociable Robots. MIT Press.
15. Hanson D. "Bioinspired Robotics", chapter 16 in the book Biomimetics, ed. Yoseph Bar-Cohen, CRC
Press, October 2005.
16. Hanson, David and V. White. (2004). "Converging the Capabilities of ElectroActive Polymer
Artificial Muscles and the Requirements of Bio-inspired Robotics", Proc. SPIE's Electroactive
Polymer Actuators and Devices Conf., San Diego
17. Samsonovich, A. V. (2010). Toward a unified catalog of implemented cognitive architectures
(review). In Samsonovich, A. V., Johannsdottir, K. R., Chella, A., and Goertzel, B. (Eds.). Biologically
Inspired Cognitive Architectures 2010: Proceedings of the First Annual Meeting of the BICA Society.
Frontiers in Artificial Intelligence and Applications, vol. 221, pp. 195-244. Amsterdam, The
Netherlands: IOS Press. ISSN 0922-6389.
18. Goertzel, Ben, Cassio Pennachin, Nil Geissweiller, Moshe Looks, Andre Senna, AN Heljakka, Welter
Silva, Carlos Lopes . An Integrative Methodology for Teaching Embodied Non-Linguistic Agents,
Applied to Virtual Animals in Second Life, in Proceedings of the First AGI Conference, Ed. Wang et al,
1O5 Press
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