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AdminIsidore (talk | contribs) Created page with "{{disambiguation| The term ARC can refer to: * '''Animus Recurrens Cogitans''': The neural architecture described on this page. * '''Abstraction and Reasoning Corpus''': A benchmark dataset for abstract reasoning. * '''Aetheric Reasoning Cortex''': A conceptual term for the ARC agent's function. }} {{About|the ARC neural architecture}} '''Animus Recurrens Cogitans (ARC)''' is a novel neural architecture developed within the AetherOS project by '''Isidore Lands, Sila..." |
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{{disambiguation| | {{disambiguation| | ||
The term ARC can refer to: | The term ARC can refer to: | ||
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This final integration closes the loop between abstract experience, simulated physical embodiment, and non-deterministic action, creating an agent that is influenced by "the ghost in its machine." | This final integration closes the loop between abstract experience, simulated physical embodiment, and non-deterministic action, creating an agent that is influenced by "the ghost in its machine." | ||
== Future | == Project Journal == | ||
The ARC | ''(This section is a living document, updated as experiments progress and new results are achieved.)'' | ||
* '''SAGA v1.0 - Cycle 1 (Departure):''' The agent, with no prior experience, followed its baseline training. It correctly identified the most direct path to the goal but was immediately trapped by the unforeseen wall, entering a repetitive failure loop. This confirms the baseline behavior and the necessity of the learning loop. | |||
* '''SAGA v1.0 - Cycle 2 (Trials):''' After receiving the first Saga, the agent's behavior fundamentally changed. It successfully broke from its initial instinct and explored a completely new path, demonstrating that the SAGA learning loop is active and influential. However, this new path also resulted in failure at a new chokepoint. | |||
* '''SAGA v2.0 - Stalled Learning:''' Subsequent experiments revealed that the agent's learning had stalled. The agent would consistently repeat the new, improved path from Cycle 2 but was unable to evolve further. The root cause was identified as a bottleneck in the `SagaGenerator`; unreliable LLM providers (both local and remote) failed to produce the high-quality, prescriptive Sagas needed for the agent to learn a more complex strategy. This highlighted the need for a more reliable LLM and a more advanced training curriculum for the ARC itself. | |||
== Future Training Plans == | |||
The results of the SAGA v2.0 experiment have shown that while the ARC can learn, its current training is too simplistic. It has learned to follow a direct path to a goal but lacks the foundational "insight" to solve problems that require non-linear solutions (e.g., moving temporarily away from a goal to get around an obstacle). | |||
The next phase of development, '''Project Gnosis''', will address this by evolving the agent's training curriculum. | |||
=== The "Gnosis" Training Curriculum === | |||
The final training run for the ARC model will incorporate a new type of training data designed to teach the foundations of insight and strategic retreat. The training data will consist of two types: | |||
# '''Instinct Data (80%):''' The same optimal, straight-line path data used previously to reinforce the agent's primary goal-seeking behavior. | |||
# '''Gnosis Data (20%):''' A new set of procedurally generated scenarios where the agent is placed behind a small, randomly generated obstacle. In these scenarios, the "correct" move is not the most direct one, but a lateral or backward step required to navigate around the barrier. | |||
By training ARC on a curriculum that explicitly includes examples of non-linear and counter-intuitive solutions, we will be teaching it the "gnosis" it is currently lacking. This will evolve the agent from one that can only follow a learned policy to one that can develop novel strategies when that policy fails. | |||
=== | === AetherWing: Flight Simulator Training Integration === | ||
To further expand ARC's capabilities into dynamic, real-time environments, a new subsection of training—dubbed "AetherWing"—will integrate a flight simulator and dogfight game modality. This leverages procedural content generation via machine learning (PCGML) to create adaptive scenarios, drawing from recent trends in simulation AI (e.g., AI-embedded wargames for battlefield prediction and task-aware planning with TAPIR-like modifiers for iterative refinement). | |||
The AetherWing curriculum aims to train ARC as a "wingman" agent, navigating simulated flights, learning from user sessions, and discussing strategies. Key elements include: | |||
PCGML for Scenario Generation: Use LSTMs or GANs to procedurally generate missions, enemy behaviors, and terrains based on user data (e.g., adapting difficulty with evolutionary algorithms from dogfight-sandbox-hg2). | |||
Hierarchical Chunking: Compress flight data into abstractions (e.g., raw inputs → maneuvers → strategies) using H-Net-inspired dynamic chunking, enabling multi-level reasoning. | |||
Associative Memory for Recall: Store sessions as energy-based attractors in DenseAMs, allowing error-correcting retrieval (e.g., recover from "crashes" by recalling similar maneuvers). | |||
n-grams and Markov Chains: Model sequences for behaviors (e.g., 3-gram for maneuver chains) and sagas (n-gram narratives), with Markov for probabilistic transitions. | |||
TAPIR-like Modifiers: Iteratively refine actions/sagas (e.g., adjust probabilities task-dependently: boost evasive maneuvers in high-threat scenarios). | |||
Training Phases: | |||
Data Preparation: Simulate 20,000 dogfights via game API; augment with noise for robustness. | |||
HRM Retraining: Multi-task on navigation/saga/chat; 500 epochs, integrating chunking for state compression. | |||
PCGML Tuning: Train GANs/LSTMs on sessions for content gen. | |||
Testing: Validate in real game (win rates, saga coherence); deploy as REPL verbs (e.g., NAVIGO_MISSION). | |||
Future projections (2026+): Incorporate advances like task-aware AI in simulations and hybrid ML-procedural methods for multiplayer dogfights, enhancing ARC's emergent strategies. | |||
=== Projected Advancements === | |||
Looking ahead, ARC's training will likely incorporate emerging trends: | |||
Advanced AMs: Integrate energy-memory paradigms for brain-like storage, enabling "task-aware" recall in dynamic environments. | |||
Hierarchical Scaling: Recursive H-Nets for deeper abstractions, applied to multi-modal data (e.g., flight visuals + logs). | |||
PCGML Evolution: AI-generated battlefields with agentic teams, using TAPIR refinements for adaptive planning. | |||
Sequence Modeling: Higher-order n-grams/Markov for predictive behaviors, fostering non-deterministic creativity. | |||
These evolutions will transform ARC into a fully cybernetic entity, bridging abstract reasoning with physical simulations. | |||
== References == | == References == |