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// This Intellect Approach Can Easily Preserve All Life Within It
// you just don't delete the programs you generate, instead replacing their habits with references to reuse
//
// let's make it!
#include <cstdlib>
#include <iostream>
#include <fstream>
#include <string>
#include <vector>
#include <sys/stat.h>
using namespace std;
// LET'S USE THE TRAUMA THERAPY INTELLECT APPROACH.
// The core is that we focus our energy on handling our failures.
// This can involve taking the time to understand them, or entering a trauma state and asking the user for help.
// Trauma state must be logged. Solution must be stored. Can just be creation of a trauma-handling pattern, I suppose.
// Understanding will likely involve breaking behavior into steps
// maybe then backtracking from a failure to the steps that caused it, and opening those steps up into substeps
// GDB HAS A MACHINE INTERFACE MODE THAT COULD BE USED TO MANAGE EXECUTION WITH LEARNING
#include "Context.hpp"
// let's launch a context func providing for segfault handling <===========================
// 1. fork into two processes. old process waits on status of new
// 2. new process makes call. if call succeeds, reports to old who disappears knowing shared
// state is fully held by new.
// 3. if call fails, old holds state, and reports trauma to user
// concepts: "how do i handle this"
// "do i understand this correctly"
// "why did this happen"
///// CORE
// brainstorm on brainstorming
// define brainstorming as 2 patterns:
// - a large scale goal
// - a habit implementation made of interconnecting steps
//
// use brainstorming on the two to find better and better ways and implementations.
////// Should I make an AI?
// Assuming you want to SHARE it, YES.
// Until you make an AI, only a handful of select people on earth will have one.
// These people will be effectively running the world, leaving many concerns out.
///// Core expansion
// need step-concept, made of substeps, with state-parts that interconnect?
// need state-concept
// currently working on steps having behavior -- runtime libs
// could state concept evolve via interconnection of steps and checking?
// maybe? looks hard
///////////////////////////////////
// START OPENCOG ATOMSPACE BLOCK (feel free to move/change/use)
// compile with -std=c++11
// link with -latomspace -latombase
#include <opencog/atomspace/AtomSpace.h>
//#include <opencog/atomspace/SimpleTruthValue.h>
//#include <opencog/atomspace/AttentionValue.h>
//#include <opencog/atomspace/TruthValue.h>
using namespace opencog;
void atomtest()
{
AtomSpace as;
Handle h = as.add_node(CONCEPT_NODE, "Cat");
HandleSeq hseq = {h, h};
Handle dumbInheritance = as.add_link(INHERITANCE_LINK, hseq);
std::cout << as << std::endl;
AtomSpace child_as(&as);
HandleSeq hseq = {
as.add_node(VARIABLE_NODE, "$x"),
as.add_node(TYPE_NODE, "ConceptNode");
};
Handle TypedVariableLink = as.add_link(TYPED_VARIABLE_LINK, hseq);
// steps appear to be set satisfications associated with behaviors that
// accomplish them.
opencog::Type PRIOR_STATE_LINK;
opencog::Type POST_STATE_LINK;
opencog::Type ATTRIBUTE_LINK;
Handle opened = as.add_node(CONCEPT_NODE, "opened");
Handle closed = as.add_node(CONCEPT_NODE, "closed");
as.add_link(EQUIVALENCE_LINK, {opened, as.add_link(NOT_LINK, closed)});
// make a step for opening cupboard, relating to reachability
// prior state: $x is in cupboard
// post state: $x is reachable
// opening something that is closed makes it be open
Handle openStep = as.add_node(CONCEPT_NODE, "open");
// open has a variable, what is opened
// _ABOUT_ open has a variable, what is inside it, becomes reachable
{
Handle x = as.add_node(VARIABLE_NODE, "$x");
as.add_link(PRIOR_STATE_LINK, {
openStep,
as.add_link(ATTRIBUTE_LINK, {
x,
closed
})
});
as.add_link(POST_STATE_LINK, {
openStep,
as.add_link(ATTRIBUTE_LINK, {
x,
opened
})
});
}
// when something is opened, things inside it are reachable.
// this is implied forward with more likelihood than backward
Handle inside = as.add_node(CONCEPT_NODE, "inside");
Handle reachable = as.add_node(CONCEPT_NODE, "reachable");
{
Handle x = as.add_node(VARIABLE_LINK, "$x");
Handle y = as.add_node(VARIABLE_LINK, "$y");
as.add_link(IMPLICATION_LINK, {
as.add_link(AND_LINK, {
as.add_link(ATTRIBUTE_LINK, {
x,
open
}),
as.add_link(ATTRIBUTE_LINK, {
y,
inside,
x
})
}),
as.add_link(ATTRIBUTE_LINK, {
y,
reachable
})
});
}
// we now have two patterns, that together imply that we can open
// a cupboard to reach a bag of bread if the bag of bread is within the
// cupboard.
// TO SET VALUE: as.set_value(handle, keyhandle (type), ValuePtr);
// TO SET TRUTH: as.set_truthvalue(handle, TruthValuePtr);
// Ptrs are juts typedefs for shared_ptrs and can likely be constructed with vals
// ValuePtr vp ?= StringValue("hi");
// - ADD CODE TO ATOMS
// we will want a sequence of substeps
// raw strings interspersed with variable references
// - OUTPUT ATOMSPACE to see how it looks
// - IMPLEMENT SOLVER USING PATTERNS
// when A is inside B, A is unreachable if B is closed
// ALTERNATIVELY, can we link this straight into openStep
// right now we have
// open
// $x was closed
// $x will be opened
//
// we'd likely change to something similar to
// open $x
// $x was closed, any $y is within $x
// $x will be opened, all $y will be reachable
// makes sense to attach close/open to reachability =/
} // etc see https://wiki.opencog.org/w/Manipulating_Atoms_in_C++#Pattern_Matcher
// END OPENCOG ATOMSPACE BLOCK
///////////////////////////////
///////////////////////////////////
// START DYNAMIC CODE LOADING BLOCK (feel free to move/change/use)
#ifndef _GNU_SOURCE
#define _GNU_SOURCE
#endif
#include <dlfcn.h>
// link with -ldl
void loadandcall(string func, Context & context) {
string so = "./" + func + ".so";
void *handle = dlmopen(LM_ID_NEWLM, "./path.so", RTLD_NOW);
if (handle == NULL) throw dlerror();
void *addr = dlsym(handle, func);
if (addr == NULL) throw dlerror();
((void (*)(Context &))addr)(context);
dlclose(handle);
}
// make func.cpp with
// extern "C" void func(Context &) {}
// and compile with
// g++ -shared -fPIC func.cpp -o func.so
// END DYNAMIC CODE LOADING BLOCK
//////////////////////////////////
// instead of stitching compiled strings together, let's use dyload functions?
// in order to do flow control, we can have functions that handle a vector of other functions
// although it makes for a little more work, it makes passing parameters easy
// problem: how does a .cpp file reference another file with a number
// answer: use #includes or interpret the whole shebang as numbers
// or adjust loadandcall() to handle number lists
// need a way to do nested loops with numbers <===============================
// please provide for handling a parameter next.
//
// concept: dynamic values aquirable from inside code, i.e. what-number-called-me what-number-comes-after-me
// thinking the code would likely evolve to handle some inputs differently
unsigned long new_number = 1;
int main()
{
string ofname;
unsigned long ofnum;
{
struct stat sb;
do
{
ofnum = new_number++;
ofname = to_string(ofnum) + ".cpp";
} while (-1 != stat(ofname.c_str(), &sb));
}
{
ofstream outfile(ofname);
vector<string> vals;
while (true) {
string val;
cin >> val;
if (val == "") break;
vals.push_back(val);
}
// when a file runs, it has numbers on input, it also has numbers equal to it
// we want to generate run-code with new numbers from input
// so we generate something with numbers equal to it, and output that
// we have one ref for the whole shebang
outfile << "#if !defined(VALCT)" << endl;
outfile << " #define VALCT" << " " << vals.size() << endl;
outfile << " #define VALS [";
for (size_t index = 0; index < vals.size(); ++ index)
{
if (index > 0) outfile << ",";
outfile << "\"" << vals[index] << "\"";
}
outfile << "]" << endl;
outfile << "#endif" << endl;
for (size_t index = 0; index < vals.size();)
{
outfile << endl << "/* " << vals[index] << vals[index+1] << " */" << endl;
outfile << "#if defined(IDX)" << endl
<< " #undef IDX" << endl
<< "#endif" << endl;
outfile << "#define IDX " << index << endl;
outfile << "#if defined(VAL)" << endl
<< " #undef VAL" << endl
<< "#endif" << endl;
outfile << "#define VAL \"" << vals[index] << "\"" << endl;
outfile << "#define ARG \"" << vals[index+1] << "\"" << endl;
string fname = vals[index] + ".cpp";
ifstream code(fname);
size_t ctrd = -1;
while (ctrd != 0) {
char buf[256];
ctrd = code.rdbuf()->sgetn(buf, sizeof(buf));
outfile.rdbuf()->sputn(buf, ctrd);
}
index += 2;
}
{
// TODO: hash code to reuse exact stuff, somehow
string cmd = "g++ -ggdb -std=c++11 -o " + ofname + ".exec " + ofname;
int status = system(cmd.c_str());
if (status != 0) throw status;
}
// execute output, replacing process, to loop. use same input. it should represent our own code.
// cmd = "./" + ofname + ".exec " <
}
// read numbers inputs
// open files having the numbers as the names
// cat them all to a gcc process
// execute <-
// run the output <-
}
// need input to pass to output
// propose pass our input & output to it
// so, a number for what we are,
// and a number for what we ran.
//
// also idea of treating whats-next as data
// makes it a little harder to .. make a program out of stuff
// we could load a building-program number
// and it could treat them differently, taking each one as a program-piece
//
// karl obvious knows what he was doing ...
// ... we were just helping him out of his issue
// [do you want another one karl?]
// what things make / not make issue?
// karl says everything makes an issue; this seems accurate
//
// I'm thinking about implementating brainstorm-about-brainstorm
// and how this will require process-step- and goal- patterns, and that they
// will be interchangeable, roughly.
//
// Thinking of matching parts of nested pattern contexts ...
// this is similar to the 'grounded' patterns in opencog
// each [context layer] has a [variable-set layer] associated with it --
// variables of that layer depend on the context layer
// each one is one pattern
// let's do an example of simple step task.
// - make toast
// get bread
// open cupboard
// remove bag-of-bread
// open bag-of-bread
// take bread out of bag-of-bread
// place bread on counter
// close bag-of-bread
// return bag-of-bread to cupboard
// close cupboard
// toast bread into toas
// butter toas
// serve
// make toast
// goal: toasted bread for eating
// start: in kitchen, human
//
//open cupboard
// goal: cupboard-contents-accessible
// start: cupboard closed
// way: reach-for-cupboard-and-pull-handle-towards-you
//
// we open the cupboard so as to access the contents inside of it
// these contents include the bread we are trying to get
//
// start:
// var X
// where X is in cupboard
// x cannot be gotten
//
// end:
// var X
// where X is in cupboard
// x can be gotten
//
// always:
// var X, Y, Z
// where X is in Y
// and Y is in Z
// X is in Z
// there's a connection between layers here. we moved from 'make toast' to 'get bread'
// with 'bread is in cupboard' implicit
// goal: have toast
// know: using toaster, bread becomes toast
// do not have bread
// find X: pre: do not know where X is. post: know where X is
// get X: pre: do not have X. post: have X
// available steps:
// open-cupboard: X is in cupboard and you can't get X, now you can get X
// what connects get-bread to can-get-bread?
// how is opening the cupboard the first step for getting the bread?
// get-bread means pick-up-bread-physically
// pick-up-bread-physically requires air-path-to-object
// cupboard prevents this
// can-pick-up-bread-bag
// okay, need-bread:
// bread-is-in-bread-bag -> can get things inside other things via opening
// need bread-bag
// bread-bag-is-in-cupboard -> can get things inside other things via opening
// end-state: have-bread
// step: get X
// start-state: X is reachable,
// [reach to get]
// end-state: have X
//
// apply step to end-state: have-bread. now we want end-state: bread is reachable.
// step: open Y
// start-state: X is in Y
// Y is reachable
// Y is openable
// [act to open Y]
// end-state: X is reachable
// so if we are working on end-state: have-bread
// we are probably using a general pattern where 'bread' is held by a variable we have.
// we're given our context to include this variable, when we brainstorm solutions.
// in our brainstorm, we look for things that could move towards our end-state.
// we plug in data related to our context to make this work.
// bread is what we want a path to have, so when we see a pattern with 'have X' at end,
// we plug 'bread' in for X.
// we know thing sabout 'bread', so we can plug 'bread is in bread bag' in for 'X is in Y'
// or if we don't know whether bread is in bread bag, we can leave that piece
// of the pattern unknown, and try it to see if it works.
// it doesn't seem that complicated or that confusingly nested, because the inner patterns
// have their outer context filled when evaluated.
// to reiterate the reminder, this is very logical and is not the only way for thought
// and learning. we will need a fuzziness to it and to be able to morph it around.
// [using e.g. openiness yes rather than 'is it reachable is it openable']
// so more like
// step: open Y
// end-state: sometimes X is now reachable
// and relations between X and Y affect the likelihood of that
// THEN: rather than listing these steps out, just give some experiences
// and then brainstorm the similarities among the experiences
// to identify proposed patterns
// that can be used to do stuff.
// TODO: lay out precise brainstorming pattern for 1st-stage pattern-generalizing
// 1st stage is not too hard (but insufficient in long term)
//
// cupboard is closed
// then
// [wayne opens cupboard]
// then
// wayne has bread
// becomes pattern proposal for open-cupboard as listed above
// PLUS: To quickly fill in the unexpected gaps:
// if you have all the bits in, it should be able to derive general wisdom
// without exploring reality. (of course reality is needed to check this)
// ALSO ALSO ALSO: be sure to consider the attribute-patterns.
// opening some A works for getting some B
// -> there are discernable patterns available here regarding
// B is in A
// A is openable
// A is reachable
// COMMUNITY: cooperate with peers to accomplish goals. both like you, and unlike you.
// map similarity between the structures of interacting with peers, and internal
// structures.
// ONCE YOU CAN THINK:
// when you find a good choice, be sure to use it to research how to make the bad
// choice just as good. ((all things have inherent value))
// be sure to generalize pattern work, with simple processes that work for many forms
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