Intelligent Systems And Their Societies Walter Fritz

The Autonomous Intelligent System


This System was described in the July '89 issue of the Robotics and Autonomous Systems: Journal. A group of persons, coordinated by the author and meeting in the SADIO Society wrote the program. The names of the people in the group were: Ramón García Martínez, Javier R. Blanqué, Rogelio Adobbati, Alberto Rama, and Mario Sarno.

This program is an evolution of the previous one. It displayed a representation on the computer screen and can:


The general structure of the computer program is:

Receive information from sensors
Establish the situation
Create a stack of sub-objectives from its stored experiences
Create a tree of responses
Select a plan
If no plan exists, act by curiosity
If that is not possible, act by chance
If a plan exists, take the next response and do it.
Store the new experience and the new situation


This program makes up a list of possible objectives. This is a list of those experiences that had the highest positive result in the past. Here the brain expresses the experience as four numbers:

situation - response - resulting situation - result.

This list is empty at the start of its existence and the brain orders a chance response. Once the list has some content, the brain tries to make a plan, connecting backwards from the objective situation.

The result is, for instance:

present situation -> situation #745
situation #745 -> situation #43
situation #43 -> desired situation.
The desired situation is the situation of the experience that has the highest positive emotion. If the brain finds no plan of response for reaching the best situation, it tries to reach the next best.

Experiences with the program, after running it a few thousand "instances" are as follows: (Every "instance" is a loop of the program that starts with observing the environment and ends with a response).

The amount of different situations met, does not increase as fast anymore but the amount of different experiences does.

The average hunger, using plans and generalizations, is only about one fifth of that existing when using chance alone. This shows that using plans and generalizations helps to reach one's objectives.

The average hunger, when using generalizations, chance and plans, is about one third of that existing when using only chance and plans.

Adding curiosity to all other functions decreases the average hunger by about 10%.
This shows the effect various capabilities have on intelligence, on the ability to reach one's objectives.


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Last Edited 3 November 2014 / Walter Fritz
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