WorkshopCapabilityClustering
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Contents
1
Major Categories Created
1.1
Communication
1.2
Actuation
1.3
Perception
1.4
Imitation
1.5
Social
1.6
Emotion
1.7
Self
1.8
Attention
1.9
Learning
1.10
Logic
1.11
Planning
1.12
Modeling
1.13
Motivation
1.14
Teaching
1.15
Building/Creation
Major Categories Created
Communication
learn a word via context in speech or text
language acquisition
learn a word from being shown
learn 2 languages & translate
learn high-level behaviors from language
learn by reading
read handwritten notes
generate language
able to describe actions in language
detect lies, confusion, frustration
ability to communicate with humans
giving instructions
recursive syntax
make up a neologism
read children's book
learn a new language
learn from written instruction
connect ideas w/ pictorial or textual references
understand a story
generate queries by recognizing missing info in plan formation
RTFM
Actuation
Use tools
Navigate in unfamiliar environments (e.g. households)
Manipulate unfamiliar objects
Manual dexterity
walk, grasp
pointing, naming
wipe up a spill
Draw diagram providing instructions in physical task
Perception
object class recognition & formation
proprioception
image analysis, understanding
object tracking
multisensory integration
fuzzy temporal pattern matching
object composition
comprehend visual scene
Imitation
Learning social sequences via im.
learning plans via im.
learning physical tasks via im.
Social
Asking permission / establishing if a plan is permissable
Perspective taking
Plan 'deals' involving social knowledge (business deals)
More focus on pragmatism as opposed to syntax
Behavior recogntion via empathy
Follow complex social rules that involve breaking simple social rules
Identify gestures
Reading body language
Mixed initiative dialog
Follow simple social rules
Recognizing STOP command from human
Joint activities
Social interaction
Affect-sharing
Joint attention
Predict behavior of familiar agent in unfamiliar situation
Choosing between physical and social mode of acquiring information
Emotion
Display situationally appropriate emotional response
Understanding sarcasm
Identifying human emotion
Predict behavior of one agent based on observing similar agents
Higher emotions
Self
Concept of self
Identification of itself as an agent
Self-Awareness
"Can I do that?"
Self-Recognition
Model of self
Concept of agency
What can bob do?
Explain what agent is currently doing
Self-attribution of understanding ("Do i know that?")
Distinction between self and non-self
Theory of mind
What does bob know?
Self regulated learning
Understand jokes
Metacognition
Forgetfulness / Plasticity
Self perception
Mirror Test
Episodic memory
Attention
Identify the important parts of a series of behaviors
situational salience filtering
allocating attention within a visual scene or a collection of ideas
Learning
learning from delayed rewards
learning by example
learning by being told
Learn to use an unfamiliar gadget
IMproving skills by practice
Learning by experience
Learning via imitation
Learn physical task from diagram
Learning structures (not just tuning)
Logic
Induction
abduction
deduction
reflective capability
chain existing cause-effect chains
postulate cause-effect relationships
manage contradictions
conversation with self
counterfactual reasoning
default reasoning & knowledge
analogical reasoning
generalization over experience
transfer learning
abstraction of specific objects into general categories
spatial relationship understanding
hebbian learning
conservation of number, mass, weight
Planning
Learn skill by planning in model space and experimenting in physical world
Anticipate future state for self or other
Ability to adapt in the face of (semi) permanent disability
Accommodate internal conflicting views or goals
Purposeful scenarios - not just toy problems
Incremental constraint processing
Work to attain goal states for self/others
Strategic planning
Take actions based on short and long term implications
Learning via rewards (internal or external)
Planning everyday (domestic) activities
Modeling
Object permanence
Person-subjective meaning
Peek-a-boo
Spatio-Temporal modeling
Knowledge of many facts and people
Mental models
Learn a game via experimentation
Open-ended conceptual meta-modeling
Notion of places or objects having a purpose (conceptual abstraction)
Navigating in unfamiliar places
Ability to perform well across multiple application domains
Universal game player
Concept creation
Human-like learning
Cognitive growth ability
Motivation
curiosity
hedonic drives
intrinsic motivation
boredom
affect
Teaching
Help person learn to use system (using language and demonstrative)
Teach tool usage to like other (identical)
Teach tool usage to similar other
Create mime to explain a process
Building/Creation
tell a story
build structure with blocks
pretend play
WTFM (write the manual)
act out a story
disassemble/assemble objects
imagination: unreal scenario building
creative association
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