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was to embed the people within not a Blocks World, but instead somewhere like a typical house or office, as in the popular computer game The Sims. Doug Riecken argued that we could develop enough of the architecture within the more limited virtual world, and later add extensions to deal with a wider range o
ain, we can attempt to extend it—or it extend itself--to deal with a broader range of problems using a much broader array of commonsense knowledge. Large-Scale Architectures for Human-level Intelligence In the afternoon, we discussed large-scale architectures for machines with human-level intelligence and common sense. Marvin Minsky and Aaron Sloma
was to embed the people within not a Blocks World, but instead somewhere like a typical house or office, as in the popular computer game The Sims. Doug Riecken argued that we could develop enough of the architecture within the more limited virtual world, and later add extensions to deal with a wider range o
ain, we can attempt to extend it--or it extend itself—to deal with a broader range of problems using a much broader array of commonsense knowledge. Large-Scale Architectures for Human-level Intelligence In the afternoon, we discussed large-scale architectures for machines with human-level intelligence and common sense. Marvin Minsky and Aaron Sloma
was to embed the people within not a Blocks World, but instead somewhere like a typical house or office, as in the popular computer game The Sims. Doug Riecken argued that we could develop enough of the architecture within the more limited virtual world, and later add extensions to deal with a wider range o
in, we can attempt to extend it--or it extend itself--to deal with a broader range of problems using a much broader array of commonsense knowledge. Large-Scale Architectures for Human-level Intelligence In the afternoon, we discussed large-scale architectures for machines with human-level intelligence and common sense. Marvin Minsky and Aaron Sloma
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