I see. But I’m not talking about figuring out human preferences, I’m talking about finding world-models in which real objects (such as “strawberries” or “chairs”) can be identified. Sorry if it wasn’t clear in my original message because I mentioned “caring”.
Models or real objects or things capture something that is not literally present in the world. The world contains shadows of these things, and the most straightforward way of finding models is by looking at the shadows and learning from them.
You might need to specify what you mean a little bit.
The most straightforward way of finding a world-model is just predicting your sensory input. But then you’re not guaranteed to get a model in which something corresponding to “real objects” can be easily identified. That’s one of the main reasons why ELK is hard, I believe: in an arbitrary world-model, “Human Simulator” can be much simpler than “Direct Translator”.
So how do humans get world-models in which something corresponding to “real objects” can be easily identified? My theory is in the original message. Note that the idea is not just “predict sensory input”, it has an additional twist.
I’m talking about finding world-models in which real objects (such as “strawberries” or “chairs”) can be identified.
My point is that chairs and humans can be considered in a similar way.
The most straightforward way of finding a world-model is just predicting your sensory input. But then you’re not guaranteed to get a model in which something corresponding to “real objects” can be easily identified.
There’s the world as a whole that generates observations, and particular objects on their own. A model that cares about individual objects needs to consider them separately from the world. The same object in a different world/situation should still make sense, so there are many possibilities for the way an object can be when placed in some context and allowed to develop. This can be useful for modularity, but also for formulating properties of particular objects, in a way that doesn’t get distorted by the influence of the rest of the world. Human preferences is one such property.
My point is that chairs and humans can be considered in a similar way.
Please explain how your point connects to my original message: are you arguing with it or supporting it or want to learn how my idea applies to something?
I see. But I’m not talking about figuring out human preferences, I’m talking about finding world-models in which real objects (such as “strawberries” or “chairs”) can be identified. Sorry if it wasn’t clear in my original message because I mentioned “caring”.
You might need to specify what you mean a little bit.
The most straightforward way of finding a world-model is just predicting your sensory input. But then you’re not guaranteed to get a model in which something corresponding to “real objects” can be easily identified. That’s one of the main reasons why ELK is hard, I believe: in an arbitrary world-model, “Human Simulator” can be much simpler than “Direct Translator”.
So how do humans get world-models in which something corresponding to “real objects” can be easily identified? My theory is in the original message. Note that the idea is not just “predict sensory input”, it has an additional twist.
My point is that chairs and humans can be considered in a similar way.
There’s the world as a whole that generates observations, and particular objects on their own. A model that cares about individual objects needs to consider them separately from the world. The same object in a different world/situation should still make sense, so there are many possibilities for the way an object can be when placed in some context and allowed to develop. This can be useful for modularity, but also for formulating properties of particular objects, in a way that doesn’t get distorted by the influence of the rest of the world. Human preferences is one such property.
Please explain how your point connects to my original message: are you arguing with it or supporting it or want to learn how my idea applies to something?