opencog-dev team mailing list archive
-
opencog-dev team
-
Mailing list archive
-
Message #00143
Re: [Novamente] Sensation and Action nodes.
> Both SENSATION and ACTION nodes would by default have very low LTI,
> and very high STI (Perhaps decaying faster than other nodes) so as to
> bias the system toward reacting quicker to it's input (or if it can't
> do so quick enough, it forgets about it).
Conceptually what you're saying makes sense, but it may be overly simplistic
For instance, consider a perceptual quality like redness. This may be
best implemented as a PredicateNode isRed, so that e.g. we could have
EvaluationLink isRed Bens_face <.2>
or whatever....
We could make this a PerceptualPredicateNode, a subclass of
PredicateNode, though.
Next, the way we're currently handling actions is using
GroundedSchemaNodes and ExecutionLinks
For instance, consider the GroundedSchemaNode "kick"... this is
grounded if it's connected to a Combo procedure kick (which translates
into XML being sent to some virtual world proxy to make a virtual
agent kick)
Then a specific instance of kicking gets represented as something like
AtTimeLink
ExecutionLink kick Bob_555
4:00 PM, jan 19, 2007
where Bob_555 is a node representing the guy who was kicked
It's then the ExecutionLink that gets a low LTI by default, as you describe...
So the style recommended in the NM book is to use links to represent
particular percepts and actions, rather than nodes ... but nodes
represent conceptual categories of percepts and actions (isRed, kick,
etc.)
-- Ben
References