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Messages - Paul

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1
Support / Re: Rayman 2: The Great Escape one eyed boss
« on: April 21, 2020, 08:44:52 PM »
I've read that a number of N64 emulators have this issue (this game in general seems to be sensitive to timing).  You might try changing the CountPerOp setting to 1 to see if that fixes the issue.

2
Other Support / Re: parallel pcm audio streams minecraft 1.8.9 problem
« on: March 02, 2020, 07:32:41 AM »
Could you email me the full program (with the source of pcmData).  My address is "paul" at this domain.  I'll see if I experience the same behavior (if so I should be able to debug it more easily, and if not that also is still useful to know)

3
Other Support / Re: parallel pcm audio streams minecraft 1.8.9 problem
« on: February 27, 2020, 08:39:56 AM »
This seems like what would happen if both streams were trying to play on the same channel.  Do you know how many streaming channels you have configured?  I think by default it is set at 4, so should be that if you haven't changed it.  I suppose another problem could be the particular mixer on that system.

Couple of tests that might provide more information about the problem:

1) If you play two different streams from the same thread, do you get the same behavior?

2) Do you experience similar behavior if you play two normal (non-streaming) sources at the same time?

4
Theory and Discussion / Re: What is ARTUR?
« on: February 17, 2020, 08:36:31 AM »
I don't think you can argue that self-learning AI won't create singular events in this manner.

That was actually my point.  My own argument about there being nothing special about human-level intelligence actually led me to believe that recursive self-improvement is a likely scenario for the future of AI (i.e. it may not require human-level intelligence at all for it to be initiated).  What I am currently exploring is just how low the bar of intelligence is for a system to get into a recursive self-improvement cycle.  I believe there could be useful information to learn from this study while it is still safe to perform.  If we can start such a process from insect-level intelligence, it will be easy to demonstrate whether or not the system ends up in an exponential trend in self improvement long before such a trend gets anywhere close to human-level intelligence and becomes dangerous.

5
Miscellaneous / Re: Multi-booting Ubuntu and Android 4.3
« on: May 05, 2019, 07:26:49 AM »
Code: [Select]
umount /dev/<name_of_the_connected_USB_flash_drive>
dd if=/<filename>.iso of=/dev/<name_of_the_connected_USB_flash_drive> bs=512k

6
General Discussion / Re: Forum Shout box issues
« on: March 13, 2019, 07:36:51 AM »
Found the source of the problem is related to a change in the PHP version on the backend.

7
General Discussion / Re: shoutbox problem
« on: March 13, 2019, 07:32:43 AM »
Something is broken with it (related to a change in the PHP version on the backend).  I'm in the process of moving the forum, so may not get to fixing it before then.

8
General Discussion / Re: Forum Shout box issues
« on: March 04, 2019, 09:33:01 AM »
It is probably because the particular plugin I used doesn't hold onto the chats forever (they go away after a while).  Since the forum has been rather dead lately, there haven't been any recent chats, so it is empty.

I'm working on moving the forum to Discourse, and the shout box will be leveraging the Babble plugin.  Babble holds onto the chat history more like a forum thread with infinite scroll/ lazy loading.

9
Paul's Projects / Re: 3D Sound System
« on: July 30, 2018, 09:00:20 AM »
Some output about the system might also be helpful.  Could you run the following (with Java 10 on the system that has the problem) to get information about available mixers and supported formats?

Code: [Select]
        Mixer.Info[] mi = AudioSystem.getMixerInfo();
        for (Mixer.Info info : mi) {
            System.out.println("info: " + info);
            Mixer m = AudioSystem.getMixer(info);
            System.out.println("mixer " + m);
            Line.Info[] sl = m.getSourceLineInfo();
            for (Line.Info info2 : sl) {
                System.out.println("    info: " + info2);
                Line line = AudioSystem.getLine(info2);
                if (line instanceof SourceDataLine) {
                    SourceDataLine source = (SourceDataLine) line;

                    DataLine.Info i = (DataLine.Info) source.getLineInfo();
                    for (AudioFormat format : i.getFormats()) {
                        System.out.println("    format: " + format);
                    }
                }
            }
        }

I'm not at my computer to do any tests now, so if the above code is outdated and doesn't work, no problem.  I'll see if I can recreate the problem on my computer when I get home later.

10
Paul's Projects / Re: 3D Sound System
« on: July 30, 2018, 08:44:43 AM »
I'll do some googling to see what has changed for SourceDataLine usage.  I've been out of Java programming for a while, so will take a little catching up.

11
Paul's Projects / Re: 3D Sound System
« on: July 29, 2018, 12:22:11 PM »
Hm, weird that it works in the IDE but not outside of it.  Are there different versions of Java between the two runtimes?

12
Mini Projects / Dad's Song HTM
« on: June 23, 2018, 08:10:57 PM »
Inspired by an interview that Matt recently had with with David Schneider, we have decided to form a group to model in HTM the capabilities required to achieve the zebra finch’s ability to “mimic Dad’s song”.  Once we have accomplished this, we will have covered a lot of the main areas that are needed for embodying HTM, and I will be much closer to my goal of a seed AI for ARTUR.

Anyone interested in joining or just listening in on the verbose interactive brainstormy stuff is welcome to join our Slack channel

13
Miscellaneous / Re: ARTUR Exmachina
« on: April 24, 2018, 09:30:36 AM »
Also, your project may have an interesting twist if you built an actual insect robot at the same time  ;D

Definitely agree.  While the seed AI would probably not be intelligent enough to do very much interesting with a robot, the hope is that after many iterations through the recursion engine, it could be used to drive a toy robot.

14
Miscellaneous / Re: ARTUR Exmachina
« on: April 22, 2018, 10:20:06 PM »
The system will need to be built around generic rules, such that certain types of behaviors emerge as a result.  My current thoughts are:

Any given state in the system should be remembered along with the emotional context of that state each time it is encountered.  This emotional context should influence the actions taken in future semantically similar states.  Actions define the possible branches from a given context.  Whatever the particular combination of emotions the creature is experiencing should bias some actions over others, allowing the creature to try a variety of different actions in reoccurrences of a state.

Each emotion would have a range, and would diminish via logarithmic decay.

The level of fear in the creature would be increased based on:
  - Unexpected or wrongly predicted state
  - Level of future punishment predicted by the current state (due to past memories)
  - Actual punishment

When the level of fear is above a certain threshold, the system would narrow potential actions to those which are least flavored by previous fears, preferring those with the least predicted punishment.  This should result in the creature seeking a safe, familiar, predictable state when it is scared (running for cover, for example).  If there are no options remaining, actions which involve the greatest number of motor commands would be chosen (aggressively lashing out, for example)

The level of curiosity in the creature would be increased based on:
  - Unexpected or wrongly predicted state
  - Level of future reward predicted by the current state (due to past memories)
  - Actual reward

When the level of curiosity compared to the level of fear reaches a certain threshold, the system would narrow down potential actions to those which have the least amount of emotional flavoring, preferring those with the highest predicted reward.  This should result in the creature seeking out unfamiliar, new states, allowing it to form a better model of the environment, as well as to seek out rewards.  This should also result in a back-and-forth with fear behaviors (cautiously investigating after a threat has passed, for example)

The level of boredom in the creature would be the inverse of a logarithmic decay (opposite of the other two emotions).  Boredom would increase over time, and be decreased based on:
  - Unexpected or wrongly predicted state

When the level of boredom compared to the level of fear and curiosity reaches a certain threshold, the system would narrow down potential actions to those which have least frequently been tried in the current state.  This should result in a back-and-forth with curiosity behaviors, allowing the creature to seek out new stimuli (when it finds itself "stuck in a rut", for example).  This should also prevent the creature from finding a safe, familiar place, stopping, and never moving from there (since there isn't anything else like hunger or thirst to motivate exploration).

15
Miscellaneous / Re: ARTUR Exmachina
« on: April 21, 2018, 02:48:53 AM »
Yes, definitely would not need anything like the elaborate range of emotions that humans have.  However, there are a couple which I believe are a basic part of intelligent behaviors:

Fear.  This emotion ranges from being startled to scared to panic.  It motivates the most basic behaviors like capturing attention, freezing, fleeing, and aggression when cornered.

Curiosity.  This emotion ranges based on the novelty of a given context.  Some event first captures a creature's attention, and any threat has either passed or is below some threshold.  The creature is motivated into an investigatory behavior to accumulate more information about the event.

Boredom.  This emotion ranges from malaise to frustration to exasperation.  While this one is a more complex emotion than an insect probably has, I think it is necessary in a non-biological intelligence to replace other drives like thirst/hunger/sex which motivate exploratory behaviors.


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