• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Nice Coder

Creating A Conscious entity

131 posts in this topic

OK, so humans DO share the same universal knowledge of the world that surrounds them, and can palliate (hope that is right) lack of meaning of a word with gesture and correlate this to meaning in words. As far as I am concerned, it would require your basic AI sensory entries to be able to do that and understand sarcasm or irony. It is all very well that one is able to understand from the tone ones use where the sentence is leading and what aim it has. But without that tone identification, voice recognition (which is far from perfect right now with just one user), pattern recognition, the lot would be lost to use.
Imagine trying to figure out a way to explain what is a "schmorgaborst" or a "rudder". find a way around words with your hands in order to get understood by someone who does not speak your tongue. now you've got an insight of the level of difficulty to get understood by someone. And NOW, think of a way of doing that WITHOUT YOUR HANDS, and without using words you would need to define later in order to be understood. Are you finding this difficult yet? Wait till I ask you to do this in the language of the person you are standing in front. I am French. Try to EXPLAIN in French what a "barter" is without resorting to translation nor to gesture, since the word would probably be alien to me in french. Getting a grasp on it yet? OK! here comes the best part. Now do it in C#. If this one does NOT suit your taste, (and I can understand why) then do it in HTML, in Basic, in Java, in anything as long as your machine does not only stocks the information but also recognizes it as not being the primary input. Tell it what is a Hot-Dog, what is a seller, and show it a picture of Wall Street at lunch time. Can it recognize and point to a Hot-Dog seller? If it can, you got me there. Try showing it different pictures of different races of dogs always telling it they are dogs in the first place, and giving it their races names as subclasses. Try to have it tell you a definition of dog. Try to have it correlate that answer with our previous Hot-Dog without being utterly wrong. Once again, if you can do that, the rest is probably a walk in the park...
Maybe not at night, though...
0

Share this post


Link to post
Share on other sites
OK, so humans DO share the same universal knowledge of the world that surrounds them, and can palliate (hope that is right) lack of meaning of a word with gesture and correlate this to meaning in words. As far as I am concerned, it would require your basic AI sensory entries to be able to do that and understand sarcasm or irony. It is all very well that one is able to understand from the tone ones use where the sentence is leading and what aim it has. But without that tone identification, voice recognition (which is far from perfect right now with just one user), pattern recognition, the lot would be lost to use.
Imagine trying to figure out a way to explain what is a "schmorgaborst" or a "rudder". find a way around words with your hands in order to get understood by someone who does not speak your tongue. now you've got an insight of the level of difficulty to get understood by someone. And NOW, think of a way of doing that WITHOUT YOUR HANDS, and without using words you would need to define later in order to be understood. Are you finding this difficult yet? Wait till I ask you to do this in the language of the person you are standing in front. I am French. Try to EXPLAIN in French what a "barter" is without resorting to translation nor to gesture, since the word would probably be alien to me in french. Getting a grasp on it yet? OK! here comes the best part. Now do it in C#. If this one does NOT suit your taste, (and I can understand why) then do it in HTML, in Basic, in Java, in anything as long as your machine does not only stocks the information but also recognizes it as not being the primary input. Tell it what is a Hot-Dog, what is a seller, and show it a picture of Wall Street at lunch time. Can it recognize and point to a Hot-Dog seller? If it can, you got me there. Try showing it different pictures of different races of dogs always telling it they are dogs in the first place, and giving it their races names as subclasses. Try to have it tell you a definition of dog. Try to have it correlate that answer with our previous Hot-Dog without being utterly wrong. Once again, if you can do that, the rest is probably a walk in the park...
Maybe not at night, though...
0

Share this post


Link to post
Share on other sites
That's why i think the fact we ARE the programmers of AI helps us in that we can make a different, suitable interface to compensate?
0

Share this post


Link to post
Share on other sites
What if anything, is stopping us from making 'axomic' consepts which the ai understands? For eg. x IS y, x is NEAR y, x LIKES y, x DISLIKES y, x ISMEMBER y, x HASPROPERTY y, X ISVALUABLE ....

From,
Nice coder
0

Share this post


Link to post
Share on other sites
Quote:
What if anything, is stopping us from making 'axomic' consepts which the ai understands? For eg. x IS y, x is NEAR y, x LIKES y, x DISLIKES y, x ISMEMBER y, x HASPROPERTY y, X ISVALUABLE ....

the fact that you can come up with as many elements that fit those relationships as you can come up with relationships themselves, thus (with general AI in mind) you'll always run short on relationships.

Btw someone mentioned fussy logic, and that just cracks me up XD
(fussy : Easily upset; given to bouts of ill temper)
No one likes a fussy AI =)
0

Share this post


Link to post
Share on other sites
I was thinking of a handful of atomic relationships, from which we can build a full bredth of relationships.

From,
Nice coder
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0