Glossary
A
- Abuse
- Random or excessive pain.
- Abort
- Halting the execution of a plan before all steps are complete due to observed divergence from simulated results.
- Action
- A physical, chemical, electrical, or mood change.
- Adulthood
- The period of time in a beast’s existence after sufficient behavior tuning.
- Automaton
- A creature that lacks the ability to learn.
B
- Beast
- A creature that can form habits.
- Behavior
- A quality of a thing where a set of conditions produces an action. A cause and effect relation for a particular medium.
Behavior: Conditions -> Thing -> Action
- Behavior Damage
- Harmful behaviors as a result of insufficient or anomalous experience.
- Behavioral Logic
- A method of choosing an action.
- Behavior Table
- A group of situations and associated actions.
- Belief
- An prediction of how a particular action will cause a situation to change.
- Benefit
- Something that increases a goal's chance of success. (Antonym: harm.)
- Benefit Threshold
- Making a decision as soon as a predetermined benefit is evaluated.
- Blurry Action Parameter
- A sloppy aspect of a behavior meant to be tuned from experience.
- Brain
- A working implementation of behavioral logic.
C
- Childhood
- The initial time in a beast’s existence before experience has tuned highly variable behavior.
- Consciousness
- The ability for a creature to evaluate imaginary situations.
- Creature
- A thing that exhibits intelligent behavior.
D
- Decision
- Stopping the thinking process after a time or benefit threshold is reached to act on the best idea.
- Depression
- A overall decrease in the likelihood that a beast will choose any action.
E
- Eccentric
- Possessing idiosyncratic behavior.
- Estimate
- To convert an environmental property into information using one or more weakly correlated phenomena.
- Evaluation
- To estimate the effect on the odds of success of a goal.
- Execute
- Perform steps of a plan in order.
- Experience
- An instance of a behavior and its resulting feelings.
F
- Feeling
- Information from subjective sensors.
G
- Game
- A situation that approximates those expected in adulthood, but with no (or much lower) risk of harm.
- Goal
- The ultimate purpose of a creature’s existence.
Webstser (1913) Goal 2. The final purpose or aim; the end to which a design tends…
- Guess
- An idea that is more than a slight variation on what is known to have worked in the past.
- Gut Reaction
- When a simulational learner chooses to not think and act according to habit.
H
- Harm
- Something that that decreases a goal's chance of success. (Antonym: beneficial.)
- Habit
- A behavior tuned from experience.
I
- Idea
- A proposed action to be used in a simulation.
- Idiosyncrasy
- A harmful habit formed by insufficient and/or anomalous experiences.
- Imagination
- A situation that does not represent the current environment.
- Imitation
- Generating an idea from an observation of another creature.
- Indecision
- A error in thinking where the threshold to make a decision can never be met.
- Information
- Measurements and estimations of a creature's environment converted to a format useable by its brain.
- Instinct
- An intelligent behavior acquired from an external programmer.
- Intelligent Behavior
- Behavior that is chosen from more than one option. (Antonym: non-intelligent behavior.)
- Intelligence
- Choosing actions to accomplish a goal.
J
K
L
- Learn
- To increase the benefit (or reduce harm) of behaviors.
M
- Measure
- To convert an environmental property into information using a strongly correlated phenomenon.
- Mood
- A persistent effect on a behavior table.
N
- Non-intelligent Behavior
- Behavior with no choice of actions.
- Novelty
- A propensity to choose previously unattempted actions.
- Neglect
- An inadequate amount of experience during childhood.
O
- Opinion
- A feeling associated with a situation from past experience.
P
- Programmer
- A source of learning external to a creature.
- Pleasure
- A feeling indicating benefit.
- Pain
- A feeling indicating harm.
- Play
- Participation in a game.
- Plan
- A sequence of actions produced from a chain of simulations.
- Prediction
- The consequent situation in a creature's beliefs that correspond to a particular situation and action.
- Premature Conclusion
- An error in thinking where the decision threshold is too low resulting in less beneficial actions than could easily be chosen.
Q
R
S
- Scenario
- A combination of a situation and an idea.
- Science
- Increasing understanding.
- Sensor
- A mechanism for measuring the environment.
- Simulation
- Finding the consequent situation of a scenario using beliefs.
- Simulational Learning
- Acquiring behaviors using a model of the environment.
- Situation
- A group of time related information.
- Slop
- Variability in behavior.
- Spoiling
- Random or excessive feelings of pleasure leading to eccentric behavior.
- Step
- One action in a plan.
- Subjective Sensor
- A sensor that evaluates behavior.
T
- Training
- The process of evaluating sloppy behaviors by trial and error, then tuning their blurry action parameters to increase benefit.
- Tune
- To decrease the randomness of blurry action parameter in behavior toward beneficial parameters.
- Thinking
- The process of creating thoughts to reach a decision.
- Thought
- Imagining feelings predicted by a scenario.
- Time Threshold
- When a decision is made after a predetermined amount of time.
U
- Urgency
- An estimate of the amount of time before a decision is needed.
- Understanding
- The accuracy (its predictions compared to reality) and efficiency of beliefs.
WXYZ
- Wild
- Highly random behavior due to neglect.