By constructing the action (arrow of intention), which is constructed from the inside of intelligence toward the outside world by affordance and KR (knowledge representation), as well as toward the body, we can build an artificial intelligence with a complicated structure inside its intelligence.
The approach of giving KR (knowledge representation) to objects outside of intelligence is now the default method in the game industry. The problem is that we do not know well about the structure of what living organisms have inside. *
■References (Books, papers, Web articles, etc.)
『人工知能のための哲学塾』 第一夜 フッサールの現象学 三宅 陽一郎 BNN新社 二〇一六年
「ゲーム、人工知能、環世界 考える存在から経験の総体へ、AIのための現象学的転回」 三宅 陽一郎 『現代思想』 2015年12月号 特集＝人工知能 青土社 二〇一五年 https://www.amazon.co.jp/dp/4791713095
人工知能のための哲学塾 第一夜「フッサールの現象学」 資料https://www.slideshare.net/youichiromiyake/ss-53507300
*: The only clue is the intentionality of phenomenology. This is because it gives the opportunity to set up a world, from the whole of the experiences where the inner and outer are not divided. In other words, the object does not exist as an objective object in the environment, but as an object in a form that intermixes with the inside in experiences. Assembling KR (knowledge representation) as an object that mix with internal emotions, such as "a hill full of hope," "a scary forest," "a dependable shield," etc. would be a starting point to build phenomenological artificial intelligence.
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