10,374 research outputs found

    Machine art or machine artists? Dennett, Danto, and the expressive stance

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    As art produced by autonomous machines becomes increasingly common, and as such machines grow increasingly sophisticated, we risk a confusion between art produced by a person but mediated by a machine, and art produced by what might be legitimately considered a machine artist. This distinction will be examined here. In particular, my argument seeks to close a gap between, on one hand, a philosophically grounded theory of art and, on the other hand, theories concerned with behavior, intentionality, expression, and creativity in natural and artificial agents. This latter set of theories in some cases addresses creative behavior in relation to visual art, music, and literature, in the frequently overlapping contexts of philosophy of mind, artificial intelligence, and cognitive science. However, research in these areas does not typically address problems in the philosophy of art as a central line of inquiry. Similarly, the philosophy of art does not typically address issues pertaining to artificial agents

    Consciousness, Meaning and the Future Phenomenology

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    Phenomenological states are generally considered sources of intrinsic motivation for autonomous biological agents. In this paper we will address the issue of exploiting these states for robust goal-directed systems. We will provide an analysis of consciousness in terms of a precise definition of how an agent “understands” the informational flows entering the agent. This model of consciousness and understanding is based in the analysis and evaluation of phenomenological states along potential trajectories in the phase space of the agents. This implies that a possible strategy to follow in order to build autonomous but useful systems is to embed them with the particular, ad-hoc phenomenology that captures the requirements that define the system usefulness from a requirements-strict engineering viewpoint

    Artificial Brains and Hybrid Minds

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    The paper develops two related thought experiments exploring variations on an ‘animat’ theme. Animats are hybrid devices with both artificial and biological components. Traditionally, ‘components’ have been construed in concrete terms, as physical parts or constituent material structures. Many fascinating issues arise within this context of hybrid physical organization. However, within the context of functional/computational theories of mentality, demarcations based purely on material structure are unduly narrow. It is abstract functional structure which does the key work in characterizing the respective ‘components’ of thinking systems, while the ‘stuff’ of material implementation is of secondary importance. Thus the paper extends the received animat paradigm, and investigates some intriguing consequences of expanding the conception of bio-machine hybrids to include abstract functional and semantic structure. In particular, the thought experiments consider cases of mind-machine merger where there is no physical Brain-Machine Interface: indeed, the material human body and brain have been removed from the picture altogether. The first experiment illustrates some intrinsic theoretical difficulties in attempting to replicate the human mind in an alternative material medium, while the second reveals some deep conceptual problems in attempting to create a form of truly Artificial General Intelligence

    Interaction and Experience in Enactive Intelligence and Humanoid Robotics

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    We overview how sensorimotor experience can be operationalized for interaction scenarios in which humanoid robots acquire skills and linguistic behaviours via enacting a “form-of-life”’ in interaction games (following Wittgenstein) with humans. The enactive paradigm is introduced which provides a powerful framework for the construction of complex adaptive systems, based on interaction, habit, and experience. Enactive cognitive architectures (following insights of Varela, Thompson and Rosch) that we have developed support social learning and robot ontogeny by harnessing information-theoretic methods and raw uninterpreted sensorimotor experience to scaffold the acquisition of behaviours. The success criterion here is validation by the robot engaging in ongoing human-robot interaction with naive participants who, over the course of iterated interactions, shape the robot’s behavioural and linguistic development. Engagement in such interaction exhibiting aspects of purposeful, habitual recurring structure evidences the developed capability of the humanoid to enact language and interaction games as a successful participant

    Consciosusness in Cognitive Architectures. A Principled Analysis of RCS, Soar and ACT-R

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    This report analyses the aplicability of the principles of consciousness developed in the ASys project to three of the most relevant cognitive architectures. This is done in relation to their aplicability to build integrated control systems and studying their support for general mechanisms of real-time consciousness.\ud To analyse these architectures the ASys Framework is employed. This is a conceptual framework based on an extension for cognitive autonomous systems of the General Systems Theory (GST).\ud A general qualitative evaluation criteria for cognitive architectures is established based upon: a) requirements for a cognitive architecture, b) the theoretical framework based on the GST and c) core design principles for integrated cognitive conscious control systems

    Scientific requirements for an engineered model of consciousness

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    The building of a non-natural conscious system requires more than the design of physical or virtual machines with intuitively conceived abilities, philosophically elucidated architecture or hardware homologous to an animal’s brain. Human society might one day treat a type of robot or computing system as an artificial person. Yet that would not answer scientific questions about the machine’s consciousness or otherwise. Indeed, empirical tests for consciousness are impossible because no such entity is denoted within the theoretical structure of the science of mind, i.e. psychology. However, contemporary experimental psychology can identify if a specific mental process is conscious in particular circumstances, by theory-based interpretation of the overt performance of human beings. Thus, if we are to build a conscious machine, the artificial systems must be used as a test-bed for theory developed from the existing science that distinguishes conscious from non-conscious causation in natural systems. Only such a rich and realistic account of hypothetical processes accounting for observed input/output relationships can establish whether or not an engineered system is a model of consciousness. It follows that any research project on machine consciousness needs a programme of psychological experiments on the demonstration systems and that the programme should be designed to deliver a fully detailed scientific theory of the type of artificial mind being developed – a Psychology of that Machine

    Embodied Artificial Intelligence through Distributed Adaptive Control: An Integrated Framework

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    In this paper, we argue that the future of Artificial Intelligence research resides in two keywords: integration and embodiment. We support this claim by analyzing the recent advances of the field. Regarding integration, we note that the most impactful recent contributions have been made possible through the integration of recent Machine Learning methods (based in particular on Deep Learning and Recurrent Neural Networks) with more traditional ones (e.g. Monte-Carlo tree search, goal babbling exploration or addressable memory systems). Regarding embodiment, we note that the traditional benchmark tasks (e.g. visual classification or board games) are becoming obsolete as state-of-the-art learning algorithms approach or even surpass human performance in most of them, having recently encouraged the development of first-person 3D game platforms embedding realistic physics. Building upon this analysis, we first propose an embodied cognitive architecture integrating heterogenous sub-fields of Artificial Intelligence into a unified framework. We demonstrate the utility of our approach by showing how major contributions of the field can be expressed within the proposed framework. We then claim that benchmarking environments need to reproduce ecologically-valid conditions for bootstrapping the acquisition of increasingly complex cognitive skills through the concept of a cognitive arms race between embodied agents.Comment: Updated version of the paper accepted to the ICDL-Epirob 2017 conference (Lisbon, Portugal

    Interactivist approach to representation in epigenetic agents

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    Interactivism is a vast and rather ambitious philosophical and theoretical system originally developed by Mark Bickhard, which covers plethora of aspects related to mind and person. Within interactivism, an agent is regarded as an action system: an autonomous, self-organizing, self-maintaining entity, which can exercise actions and sense their effects in the environment it inhabits. In this paper, we will argue that it is especially suited for treatment of the problem of representation in epigenetic agents. More precisely, we will elaborate on process-based ontology for representations, and will sketch a way of discussing about architectures for epigenetic agents in a general manner

    Interaction Histories and Short-Term Memory: Enactive Development of Turn-Taking Behaviours in a Childlike Humanoid Robot

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    In this article, an enactive architecture is described that allows a humanoid robot to learn to compose simple actions into turn-taking behaviours while playing interaction games with a human partner. The robot’s action choices are reinforced by social feedback from the human in the form of visual attention and measures of behavioural synchronisation. We demonstrate that the system can acquire and switch between behaviours learned through interaction based on social feedback from the human partner. The role of reinforcement based on a short-term memory of the interaction was experimentally investigated. Results indicate that feedback based only on the immediate experience was insufficient to learn longer, more complex turn-taking behaviours. Therefore, some history of the interaction must be considered in the acquisition of turn-taking, which can be efficiently handled through the use of short-term memory.Peer reviewedFinal Published versio
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