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Managing multiple tasks simultaneously

When the robot drives a car, he is actually doing multiple tasks simultaneously.  One task is driving in the middle of the 2 white lines.  Another task is to follow traffic laws such as avoiding other cars on the road.  Yet another task is to observe any traffic signs and obey them.  If a traffic sign says 30 mph, then that means the robot has to drive less than 30 mph.  Yet another task is to look out for sirens such as a police siren or an ambulance siren.  Most of these driving rules will be stored in the rules container in terms of if-then statements.  If you recognize a police siren, pull over to the side of the road.  If you recognize an ambulance siren, pull to the side of the road and let it past you.  The conscious of the robot will manage all these driving rules and to alert the robot when a rule has been violated. 

Sometimes conflicting rules and rule interruptions are solved through logic.  The solving of conflicting rules are done by intelligent pathways in memory.  Teachers teach the robot how to solve conflicts when it happens. 

Yet another task for the robot is to plan routes to get to its destination location.  Intelligent pathways will be used in memory to search for its current location and maps and fabricated maps will be activated to instruct the robot in what roads to drive in to reach the destination location. 

The computer program in the robot’s conscious will activate a previously learned map of the environment.  This map can be a very general elementary map of the environment.  The computer program will mark where the car is currently located and it will mark where the car is going.  Then, the computer program will draw sequence of lines to get from the current location to the destination location.  The output of the computer program in the conscious will be a sequence of streets that the robot has to drive through to get to its destination location. 

When downloading multiple files online, the server will send packets for each file equally.  For example, if it takes 1 hour to download a 5 minute video and the user wants to download two 5 minute videos, the downloading will take two hours.  Both video will be completely downloaded after 2 hours.  Managing multiple tasks for a human robot works the same way. 

The robot’s attention can only be devoted to one task at a given time.  If the conscious has to manage 2 tasks, it has to work on task1, stop task1, work on task2, stop task2, work on task1, stop task1, work on task2, stop task2 and so forth.  The attention of the robot’s conscious can only focus on one task at any given time.  If the robot was driving a car, he has to manage multiple tasks simultaneously.  The computer program of the conscious will be the engine that will switch between tasks.  It will drive the car between the white lines, then it will observe the environment for any signs, then it will drive the car between the white lines, then it will observe the environment for any signs and so forth. 

However, driving a car will require lots of simultaneous tasks.  Sometimes people can drive on the road, eat breakfast and talk on a cellphone at the same time.  Each additional task will put more strain on the robot’s focus.

 

Multiple tasks for videogames

When playing a game like space harrier for the Sega genesis, the player has to manage multiple layered tasks.  Space harrier is a first person shooting game and the character is flying in the air and he has to shoot space aliens.  My approach to playing the game is to avoid any objects that come close to the character and to shoot as many space aliens as possible.  The more space aliens I destroy, the more points I receive.  Higher points would mean that I can earn extra life. 

The two tasks for Space harrier are considered layered tasks because they are happening simultaneously.  In fact, the conscious has to do more than two tasks at the same time.  The character has to shoot specific types of enemies in order to receive powerups.  Thus, in addition to avoiding objects and shooting space aliens, the robot has to also destroy specific enemies to get powerups

Tasks are managed by the decision making of the robot at that moment.  If the robot wants to get powerup, then it will go after specific enemies.  Under certain circumstances, the robot might be tired and doesn’t want to past the level, so he might skip the powerup.  The robot might be playing the game for fun and he might deliberately hit an object.  Thus, decision making is not just based on intelligent pathways in memory, but based on other factors such as emotions, mood, goals and so forth. 

Complex rules can also play a factor in decision making.  If the player has too many powerups, the CPU of the videogame will automatically send an undefeated enemy to rob the player of all powerups.  This rule basically prevents the player from getting too much powerups.  The robot has to decide wither it wants to have 5 powerups and keep all 5 powerup or have 10 powerups and lose all 10 powerups.  The robot will most likely pick the first choice. 

Teachers will teach the robot how to manage multiple tasks.  Do task1 first, stop, do task2, stop, continue on task1, stop, continue on task2, stop, continue on task1, stop, continue on task2, etc, etc.  After switching back and forth, the robot has to make sure that it continues on the tasks until both tasks are completed.

Sometimes the robot can give priority to tasks.  The robot can do task1 for 5 minutes, then do task2 for 1 minute, then do task3 for 2 minutes.  In this case, task1 has high priority so the robot spends more time on it, while task2 has low priority so only 1 minute is devoted to that task (for each iteration).  

Managing many tasks simultaneously is very difficult for human robots because the conscious is only aware of one thing at a given time.  Human beings were taught to write things down or have a scheduler that manages multiple tasks.  In a fast food restaurant, if a customer wants to order 10 items, the clerk has to punch out the order into a computer so that he can process the order himself or let others process the order (or both).  During the order process, the clerk can check to make sure all of the items are processed. 

People who work in a manufacture plant has to use computers or notebooks in order to manage multiple tasks. 

If you think about the robot’s brain and its conscious, intelligent pathways create a database system because the pathways can store data in a meaningful way and retrieve data in a meaningful way.  The intelligent pathways can also create an operating system to manage multiple threads of tasks.

 

Examples of logical functions inside the conscious

Intelligent pathways in memory are structured in a hierarchical manner and are created by lessons taught in school.  In some respects the data sensed from the environment has little concern in terms of the robot’s decision making.  The robot forms the conscious so that it can control its decision making regardless of the environment it is in.  For example, if the robot was in a baseball game, he will not automatically play in the game.  He might be an observer or a bystander who happens to past a baseball field.  The goals and the roles of the robot is based on its decision making at a given time period. 

The robot controls the situation.  If the robot was at the baseball field as a player, then the robot’s conscious will have the necessary knowledge to play baseball.  If the robot was at the baseball field to observe the game, then the robot’s conscious will tell itself what to do.  In this case, the robot has to sit on the stands and watch the game. 

Thus, based on the robot’s decision making and its goals, it will take action; and not based on the current environment.  In some respects the 5 sense data from the current environment is considered less important than the robot’s goals. 

This is the whole point about building a robot that has human level artificial intelligence.  The robot is aware that it’s alive and it controls its own actions in a dynamic environment. 

The next couple of examples will illustrate the logical functions that are executed inside the conscious.  As stated before, inside the conscious there is a series of “computer programs” that extract data from memory, process the data, and control the actions of the robot.  The intelligent pathways create these computer programs.  As the robot encounters the environment, in each iteration, it will select an optimal pathway from memory.  This optimal pathway is the best pathway to follow to take action in the current environment.  As the robot encounters the environment, the intelligent pathways create the necessary logical functions to process data and to instruct the robot to act intelligently in the future.       

Some of the logical functions inside the conscious are extremely simple.  They take specific data from the current environment and use simple discrete math functions to process the data.  The remarkable thing is that the conscious (via intelligent pathways) extract very little data from the overwhelming sea of information from the environment and use this information to do logical thinking. 

FIG. 14A-B are examples from the game space harrier.  Should the character move to the top where there are lots of enemies to shoot or should the character move to the bottom where there are less enemies to shoot?  The decision making is based on many other factors.  For one thing, if I kill lots of enemies, I will have higher points and higher points mean that I can earn an extra life.  However, there are rules based on this situation.  When you encounter a lot of enemies, there is a high probability of getting hurt which causes lower life energy.  When your life energy reaches 0 the player will lose a life (or game over).

The player has a choice to make in this situation.  If the player’s life energy is high and the player wants to beat the game, then go to the top and kill as much enemies as possible.  On the other hand, if the player’s life energy is low and the player wants to beat the game, then go to the bottom and destroy those enemies instead. 

FIG. 14A

 

FIG. 14B 

The 5 sense data coming into the robot every millisecond is overwhelming, but it is able to only extract the logical thoughts in FIG. 14A-B.  It limited the overwhelming data from the environment to only a few elements.  The decision making was based on a simple type of interconnected if-then statements. 

In some ways it’s not as simple as the diagram in FIG. 14A-B.  There should be many factors involved in decision making (refer to previous books).  The factor of determining how badly the robot wants to beat the game is important -- is he beating the game with high priority, medium priority or low priority.  If he was in a contest, he would have the highest priority in terms of beating the game.  If he was at home playing for fun, he would have low priority in terms of beating the game. 

Another factor is the life meter.  How does the robot determine what is low, medium or high?  Many years of playing a videogame will determine this.  The current game may not have the same standards as other videogames.  The computer program inside the robot’s conscious has to decide what is low, medium and high for this videogame. 

As stated before, there are two types of conscious:  open activation and hidden activation.  The if-then statements might be considered open activation (solid circles) and the life meter and goal priority might be considered hidden activation (dotted circles).  The robot is aware of the open activations, but isn’t aware of the hidden activations.  

The example in FIG. 14A-B is just one illustration for the space harrier situation.  The goal might have 30 different variables.  For example, the goal can be:  play for fun, play poorly, play to laugh, play to lose and so forth.  Teachers will teach the robot under numerous situations.  The robot can also learn to teach itself how to make decisions through trial and error. 

 

Layered tasks

When the robot is playing a given videogame, there are computer programs in the conscious that generate decision making and determine what actions to take.  The conscious generates a computer program for each layered task.  The robot might play a driving game and he might have 4-5 tasks that he is juggling simultaneously.  One task is to drive between the 2 white lines; another task is to watch out for road signs; another task is to follow traffic laws; and another task is to avoid other cars or objects. 

Each task can be static or linear.  If the task is linear then the computer program will repeat itself over and over again.  Driving between the white lines is a task that is continuous because the robot is always following this task.  Following traffic lights is a linear (or repeated linear) task.  The robot will stop the car on the traffic line, wait for the traffic light to turn green, and drive the car forward.  Once the traffic light is past, the robot can stop the task and wait for another traffic light before executing the same task. 

Each task is given a computer program and all computer programs inside the conscious have to work together in terms of changing the tasks and rules.  All computer programs in the conscious have to be compatible with each other.  In terms of decision making, how the robot’s conscious manages multiple tasks is the actual decision making process.  All layered tasks are managed and controlled in a linear fashion -- which tasks goes first, second, concurrently and so forth.  The decision making process is actually the managing of multiple tasks in the task container.  The conscious will delete, add or modify tasks in the task container as time passes.         

Some layered tasks are complex, for example, a game like gradius for the super Nintendo, require players to manage powerups.  The powerup meter has 6 levels and each level has a different powerup.  For example, the first powerup is speed.  When the player collects one powerup the first powerup meter will light up.  If the player presses the C button the player will have faster speed.  The 5th powerup level is the laser.  If the player collects 5 powerups, the 5th level powerup level will light up.  If the player presses the C button the player will have a laser weapon.  The task of managing the powerup meter is done through a computer program in the conscious.  This layered task has to interact with other layered tasks so that the robot can make decisions that benefit the videogame. 

While the robot is trying to manage the task of the powerup meter, it has to also avoid any enemies or objects.  The decision to pick a powerup level will depend on what environment the robot is in.  If the robot is playing in the lava level, he needs the forcefield in order to pass the level.  If the robot is playing in the forest level, he needs the laser weapon to destroy enemies easily.  Thus, one layered task has to interact with other layered tasks in order for the robot to make a decision.     

 

How does the robot actually play an unknown videogame?

What if the robot doesn’t know how to play a videogame or what the objectives are or the rules are?  The lessons in school of finding out what the objectives are and rules are will activate in the robot’s mind.  Things like:  try pressing the buttons randomly to find out what the controls are or try something in the game to see what happens.  Based on what happens, the robot can formulate what the character in the game has to do and what the rules are.  

However, prior knowledge about videogames and what type of game it is will tell the robot what are the probable objectives and rules are.  For example, if the robot was playing contra for the Nintendo, he will know by the first 5 seconds that this game is a side-scrolling action game.  Side-scrolling games require that the player move forward and reach the end of the level.  At the end of the level there will most likely be a boss waiting for the player. 

While these general knowledge pop up in the robot’s mind to play unknown videogames, basic type of trial and error functions are executed.  Videogames can be played in terms of pain and pleasure.  If the robot (player) is killed, the event will cause pain for the robot.  If the robot passes a level or does something good in the game, then the event will cause pleasure. 

Through trial and error, the robot learned many basic good or bad behaviors.  If the character in the game has low life energy, that is pain.  If the character is hit, that is pain.  If the character loses a life, that is pain.  If the character beats a boss, that is pleasure.  If the character saves the princess, that is pleasure.  Thus, intelligent pathways to identify wither an event in the game is bad or good, can be used to play an unknown game.  Through trial and error, the robot will know what is good and what is bad in the game.  Most likely the objectives and rules of a game are found through trial and error.

Identification of events for a videogame are learned from teachers (or through self-playing).

General types of identifications of events in a videogame include the knowledge:

 

1.  do not touch enemies.

2.  jump on the edge of the platform.

3.  jump over bullets.

4.  if an enemy have flashing colors, that means he is hurt.           

5.  aim for the bosses’ head.

6.  the game will tell you when a level is completed.

7.  the character’s life meter is somewhere on the screen.

8.  the points of the game is usually at the top of the screen.

9.  the life energy of the character is usually located at the top of the screen. 

10.  press the start button for additional information such as maps and items.

 

These are general facts related to all videogames.  If you play any Nintendo game, you will find that all 10 facts listed above apply.  Most of these rules are found by reading instruction manuals or videogame magazines.  The robot might observe multiple videogames and come up with the knowledge that most games have a life energy at the top of the screen; or that when the life energy is gone the character loses a life. 

These facts can also be learned by teachers.  A teacher can teach a student how to play a videogame.  He/she will point out to the robot facts about videogames.  If the robot was playing double dragon, and he was on the bridge scene, he will press the jump button when he gets to the “edge” of the bridge.  Sometimes, the robot will jump before the edge of the bridge.  The result is landing in the water, which loses a life.  This losing of a life will give the robot pain and he will find a new strategy through logic and remember this strategy in the future. 

This method of finding a new strategy was taught by teachers.  The robot will do something and if the robot fails, the teacher will ask the robot:  ”what did you do wrong”.  The answering of the question will give the robot a new strategy.  The teacher will also tell the robot to remember this strategy in the future when it encounters the same problem.  In the case of the double dragon game, the robot will go to the very edge of the bridge, then press the jump button.  If it does this, the character in the game will reach the other side of the bridge safely and this will cause pleasure for the robot.  The pathway to cross the bridge will be remembered, while other unsuccessful methods to cross the bridge will be forgotten.   

 

Activating element objects using object association

The event of jumping at the edge of a bridge (or any platform for that matter) is strongly associated with the recognition of any platform.  The next time the robot (player) encounters a platform where it has an edge and danger is located to the bottom of the platform, the lesson:  “jump at the edge of the platform” will activate. 

Essentially, if-then statements will be added into the event pool and the conscious will store the if-then statement as a rule.  Once the robot encounters a platform that has danger below it, then the robot will activate the thought:  “jump at the edge of the platform”.  The if-then statement that will be put into the event pool will look like this:

If recognize (platform with danger below), then activate thought “jump at the edge of the platform”. 

This if-then statement will be put into the event pool.  (You can refer to my previous books to learn about the event pool).  The event pool is just a container that the computer program in the conscious uses to tell the robot certain events will happen at certain times in the future.  The event pool will also activate conscious thoughts at certain times based on a recognized event.

The event pool is important because it allows the conscious to manage simultaneous tasks easily.  In my patent applications, I use driving a car as an example.  The robot predicts the future and the event pool stores intelligent pathways (if-then statements, tasks, rules, encapsulated intelligent pathways etc.).  These intelligent pathways reference when these tasks or rules or if-then statements will happen in predicted future pathways.        

 

Activating intelligent pathways using object association

Referring to FIG. 15, an intelligent pathway such as decision making can be activated the moment when the robot recognizes an event.  Imagine that the robot was playing a videogame and the character in the game has to make a decision to travel on 2 paths.  The top path is dangerous, but short and the bottom path is easy, but long.  The point where the two paths intersect is the event that should trigger a decision intelligent pathway.  This decision pathway will use many facts from memory and the videogame to come up with the decision of which path to take. 

FIG. 15

 

In the decision pathway, the robot will use facts such as:

1.  If life energy is low take R2 path

2.  If life energy is high take R1 path 

Complex interconnected if-then statements can be used during the decision making process such as:  if life energy is low and goal is to play for fun take R1 path. 

The idea for this example is that when the robot encounters a similar type of situation for a different game, the same decision intelligent pathway will activate at that moment and the robot’s conscious will generate the necessary computer programs to make a decision.

Thus, the robot’s conscious can activate an intelligent pathway based on recognizing a specific event. 

The robot’s conscious can also activate an intelligent pathway based on logical thoughts.  For example, in the legend of Zelda game, a logical thought might activate in the robot’s mind.  This logical thought will activate an intelligent pathway S2.  Intelligent pathway S2 basically plans a route to get the character in the game from the current location to a destination location.  Imagine that the character in the game activated a task to “get the silver sword”.  In order to get the silver sword the character has to go to a shop and buy the silver sword.  Logic will activate intelligent pathway S2 to get the character from the current location to the shop.        

A more general type of intelligent pathway can activate because the robot recognizes danger.  Danger can be anything that threatens the character in the game.  For example, jumping over the bridge is considered a danger or moving on a cliff is considered danger.  In the moment the robot identify danger in the environment (which could be anything), the conscious thought:  “be careful” activates.  This “be careful” task will instruct the robot to pay more attention to the danger.  New intelligent pathways will also activate to find a specific way of solving the danger.  When the character in the game is confronted with jumping over the bridge, the “be careful” task will activate.  When the character in the game is confronted with navigating through an asteroid belt, the “be careful” task will activate. 

There are many other variations that activate the “be careful” task.  The player might be fighting a boss and he repeatedly loses life energy.  This repeated pain for the robot will trigger the “be careful” or “pay attention” task.     

 

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