After these preliminary considerations we have to work out a bit more the memory operations. The design shall be guided by the requirements caused by
the overall survival task. Thus we assume the following:
- Important parts of the AC (artificial consciousness) should be stored in the memory M by properties and with transitions , if
they are new. In case of repetitions the state can become reinforced. Thus every memory element has a
confirmation parameter which starts with '1' and can increase by '1'. But there exists some upper bound
.
- Every actual content of the consciousness
activates a memory element if there exists a certain similarity
between and .
- If the actual content of the consciousness represents an active drive then is the activation of a similar
memory element associated with an automatic search for possible 'solutions' given as transitions from the active drive to an
inactive drive. The finding of a solution causes the whole path from active drive state
until
. The next possible state is generated as output as proposal.
- One can include some kind of forgetting in the manner that after some time period all memory elements with a
confirmation below a certain threshold
will be deleted.
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(4.118) |
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(4.119) |
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(4.120) |
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(4.121) |
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(4.122) |
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(4.123) |
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(4.124) |
From this follows the following proposal for the format of a memory element :
where
denotes a confirmation coefficient
as well as a time stamp . Associated with the following
translation rule for the storage of the AC:
In the case of the wood1* scenario one can use the following values:
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(4.127) |
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(4.128) |
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(4.129) |
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(4.130) |
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(4.131) |
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(4.132) |
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(4.133) |
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(4.134) |
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(4.135) |
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(4.136) |
In case of the wood1 scenario with an agent of type we assume that the agent can differentiate it's output action in a direction
part
and in a moving part
. With this differentiation he can move 'with deliberation'.
The protocol of the AC for a certain time window could look like this:
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(Empty space, hungry, looking to 3, moving to 3)
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(Empty space, hungry, looking to 3, no move)
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(Empty space, hungry, looking to 5, no move)
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(See an object, hungry, looking to 3, moving to 3)
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...
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(Empty space, playing around, looking to 7, no move)
Then one can map the AC-protocol into the memory as follows:
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Thus we would get the following memory content:
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(Causing action '0.0', empty space, hungry, direction 3, move 3, count is 1)
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(Causing action '3.3', empty space, hungry, direction 3, move 0, count is 1)
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....
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Gerd Doeben-Henisch
2012-03-31