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How time travel happens
The practical time machine comprises two parts: (1). a perfect timeline of planet Earth for the past and future. (2). Atom manipulators.
The Dynamic efficient robots will create the perfect timeline of planet earth and track every single atom, electron and em radiation every fraction of a nanosecond. The time traveler has to plot out a time travel date. The current state is also identified in the timeline. Next, multiple atom manipulators are sent out into Earth to shoot lasers at atoms and to position atoms, electrons and em radiations based on the timeline. These atom manipulators will work as a team and to use the timeline as a blueprint to incrementally position atoms to their before state. Some objects require the atom manipulator to break open and to insert things into it. For example, blood that flows out of a human being has to come back into the human being. They can only do this if they “break” open a human being and insert the blood back in.
The atom manipulator has to position atoms exactly to the incremental states of the timeline. By doing this, it is easier to track atoms and to move them around. They will first work on one incremental state of the timeline. When all atom manipulators have finished that state and checked to make sure nothing is misplaced, they can move on to the next incremental state. This will go on and on until the time travel date is reached. At that point, all atoms will be released from their stationary state and the atoms will behave normally.
In order to position an atom in a certain area, the atom manipulator has to cancel out forces acting upon the atom, including gravity and external objects. In some respects that is very hard to do because gravity is constant. However, they have to work together to position these atoms in their proper areas.
The atom manipulator also create “ghost machines” that will work together to accomplish tasks. Ghost machines are created by the environment and powered by the environment. These ghost machines replace any physical machines to do work. For example, a group of surgeons are needed to do lung cancer surgery. The atom manipulator can create ghost machines to do the same surgery.
These ghost machines will manipulate objects in the environment according to the blueprint in the timeline. Blood that comes out of a human being from a cut, has to go back into the human being, EM radiation that is emitted from an electron has to go back into the electron, and a fetus going through mitosis has to go through reverse-mitosis.
The practical time machine took me a total of 8.5 years to design. 21 patent applications have been filed and 17 full books have been written. Condensing 6,000 unique pages into this patent application isn’t very easy to do. I will try to describe the most fundamental and basic data structures of the various components related to the practical time machine.
The present invention will be explained in terms of topics. Breaking various components into topics will make this patent application more organized. Here are the topics listed in linear order.
1. Robots with the 6th sense. 2. Multiple robots working in a dynamic environment. 3. Signalless technology. 4. The atom manipulator. 5. Ghost machines. 6. Other topics
1. Robots with a 6th sense
Patent application serial no. 12/110,313 describes the psychic robot in detail. Here is a summary of the technology: A robot has a built in virtual world which serves as a 6th sense. The robot can choose to enter the virtual world whenever and wherever it chooses. Usually, the robot defines a problem to solve and understand the facts related to the problem. Then it will transport itself into the virtual world as a digital copy of itself (similar to the matrix movie). The digital copy will be called “the robot” and the intelligence of the robot will be referencing pathways in the robot in the real world. In the virtual world is a time machine, which consists of a videogame environment that emulates the real world. All objects, physics laws, chemical reactions and computer software/hardware are emulated perfectly inside the time machine. The job of the robot is to control the time machine to search and extract specific information from virtual characters.
The robot will set the environment of the time machine depending on the problem it wants to solve. For example, if the robot wanted to do a math homework, it has to create an appropriate setting to solve math equations. In the time machine the robot has to create a comfortable room void of any noise, the math book the homework is located, several reference math books, a notebook, a pencil, a computer, a chair and a calculator. Once the setting of the environment is created, the robot will copy itself again into the time machine, designated as “the virtual character”. The virtual character is another digital copy of the robot and the intelligence is referencing the same pathways in the brain of the robot located in the real world. Once the virtual character is comfortable in the time machine environment it can start doing “work”. In this case, it consciously chooses to do a math homework. It will spend 2 weeks doing the math homework. After it is finished, the virtual character will send a signal to the robot in the virtual world that it has accomplished the task. The robot will then take the math homework and store that information as a digital file in his home computer. Then the robot will exit the virtual world and transport itself into the real world where it will apply the information it has extracted from the time machine (FIG. 1).
At this point, some people might ask: why is the time machine encased in the virtual world? Why not simply have one virtual world? The reason is that the robot has to set the environment of the time machine so that the virtual characters can do their job. Another reason is that the virtual characters have to have goals that they want to accomplish the moment they are in the time machine. The robot is also responsible for searching and extracting information from the virtual characters.
The robot in the virtual world can actually make as many copies of itself as needed to solve a problem. It can create a team of itself to solve a problem, each copy referencing the pathways in the brain of the robot located in the real world. The problem that the team of virtual characters want to solve might be large, for example, they might want to cure cancer. They will work together to get things done by dividing the work load and structuring the virtual characters in a hierarchical manner. The team will be like a company, whereby each member of the company will have their own jobs to do and they will all work together to achieve the goals of the company. These virtual characters are no exception because they will work together in a team like setting, dividing tasks among each other and accomplishing goals.
Since it can create hundreds of copies of itself, it has to maintain the activities of the virtual characters. Some virtual characters might have better solutions than other virtual characters or some virtual characters might be doing the wrong things. It’s up to the robot to coordinate their activities. Another method is to create coordinators and put them into the time machine to manage all the virtual characters.
All virtual characters are simply referencing the pathways from the robot’s brain in the real world. They aren’t clones of the real robot, thus their work is considered the work of one entity: the robot in the real world. The digital image of the virtual character is only a shell and doesn’t have a digital brain. Therefore, it isn’t alive.
In addition to the many copies of the robot (robotA) in the time machine, there are pre-existing virtual characters from other robots also co-exiting in the same time machine dimension. They can also help in accomplishing tasks (referring to FIG. 8).
Encapsulated work (or hidden instructions)
The AI for the time machine comprises pathways to do tasks. There are two worlds that must be addressed: the virtual world and the time machine world (FIG. 1). The virtual world encases the robot and the time machine. The robot has to use the time machine to extract specific information related to a problem being solved. The robot will determine a problem to solve, set the environment of the time machine, copy itself into the time machine as a virtual character and do work. When the virtual character finishes its task it will send the desired output to the robot in the virtual world and the virtual character will terminate itself.
The pathways from the virtual world are the “situation” and the pathways from the time machine are the “encapsulated work”. The situation will include input and desired output (or results), while the encapsulated work mainly include work done by the virtual characters and the desired output being transmitted to the robot in the virtual world.
The AI of the time machine is from the stored pathways of the virtual characters accomplishing certain tasks. These stored work serves as the AI for the time machine so the system can run in an efficient manner. For example, if the virtual characters have done certain work over and over again, then a universal pathway to accomplish that work is used instead of the virtual character redoing the same work. Only work that the AI time machine didn’t do will be done manually, while work that has already been done numerous times will be done by pathways stored in the time machine brain.
FIG. 2 is a diagram depicting a virtual world brain and the time machine brain. The current pathway is inputted into the virtual world brain and the output is an optimal robot pathway. The robot is inside the virtual world, at this point, and the current pathway is a pathway exclusively in the virtual world – the current pathway is not a pathway in the real world or a pathway in the time machine. The optimal robot pathway will have relational links to work done by the virtual character (also a pathway).
By matching the best pathway from the virtual world brain, there are relationships to the pathways in the time machine brain. The pathways from the time machine brain is considered the “encapsulated work” and the pathway in the virtual world brain matched is considered the “situation”. When the situation is matched the encapsulated work (or hidden instructions) are automatically executed.
Sequence of tasks
The robot in the virtual world and the virtual character in the time machine are intelligent at a human-level. They are also the same entity. Their pathways store both analytical and manipulation of external technology to accomplish tasks. In other words, they use technology and their intelligence to extract specific information. FIG. 8 is a diagram depicting how a virtual character uses technology and human intelligence to extract information (above diagram).
FIG. 3 depicts one task to be done. The input from the robot is to make a patent drawing. The desired output (or result) is the patent drawings done according to the robot’s specification. The robot’s pathways are considered the situation and the virtual character’s pathways are considered the encapsulated work. As stated before, the robot and the virtual character is one entity. When the robot intentionally wants to do something, such as make patent drawings, it will copy itself into the time machine as the virtual character. This virtual character will have all the knowledge of the robot, including its current intentions and what its goals are in the time machine. Its main goal is to make patent drawings.
The virtual character knows exactly what it has to do. In the diagram, the virtual character uses multiple computer software to extract relevant information. In the first step it searches the internet for black and white pictures that fit the patent drawings. This is done using the virtual characters human-level intelligence. Next, it will use a photo software such as photoshop to fix the pictures found over the internet. There might be some drawings that are too light, so the virtual character has to modify the contrast. Other times, the drawing might be too small and the virtual character has to scale the size according to patent rules. After the drawings are modified it will open up a patent software that will make patent drawings easier to create. The virtual character will make the drawing pages according to patent rules. After the desired output is finished, the virtual character will send the patent drawings to the robot in the virtual world. The patent drawings are considered the desired output. The virtual character will wait to see if the robot has any other task to be done or to question the desired output. For example, if the robot is disappointed with the patent drawings the robot can request the virtual character to modify some parts of the patent drawings.
FIG. 3 is only one task to be done. FIG. 4 depicts multiple sequences of tasks that must be done by the virtual characters. The robots input data and the virtual characters generate the results.
The software and technology they use to extract information can be similar to one another. For example, using internet explorer is similar to using netscape or firefox. Using the windows operating system is similar to using the Mac or Linux. The pathways from the virtual characters (or the robot) can be universalized to handle different types of software or technology and the same/similar information will be extracted.
The question about changes in software has to be addressed. What if the pathways were used to search for information on the internet in 1997 while using outdated search engine technology? Will the same pathway be able to search for information in 2008? The internet is a dynamic network of data that changes constantly. Information, websites, video contents, computer programs and so forth change over the internet as time passes. Even the search engines are completely different. The yahoo that existed in 1997 is totally different from the yahoo that exists in 2008. The pathways from the virtual character, if trained properly, should be able to handle the modified information over the internet. These pathways are universalized and go through self-organization, whereby universal instructions are used to search for specific type of data in a dynamic environment.
However, it is recommended that the virtual characters update itself and to create pathways in the time machine brain to adapt its knowledge to new technology and to find new and better methods of extracting information. It is also recommended that fixed computer programs be used in the virtual characters’ pathways because this will generate more accurate results. For example, if the virtual character’s pathway is using internet explorer, then internet explorer should be used instead of some browser that is different from the pathway. The more specific the computer programs that matches to the virtual characters’ pathways the better (this would include universal pathways as well).
The virtual characters should also be up-to-date on searching the internet. Pathways in 1997 should not be used to search for information over the internet in 2008. There should be pathways trained in the time machine brain that has search results for 2008. In fact, if you observe the HLAI program, new pathways build on previously learned pathways. What this means is that the new pathways can change and adapt previous pathways to the current environment. So, if the time machine brain trains pathways in 2008 to search for information over the internet, then previous pathways such as the pathways trained in 1997, can be adapted to search for information over the internet in 2008.
Robot’s pathways and encapsulated work
A method is needed to encapsulate work done by virtual characters and to assign it to a fixed interface function in a software, whereby other virtual characters can use the software to do their own work. This method is also known as the “universal computer program” because it encapsulates entire work and assigns it to fixed software functions. The user can simply use user-friendly interface functions to call the encapsulated work (or hidden instructions).
The universal computer program basically encapsulates work. It sets up the situation and the encapsulated work are linked to the situation. Just to give you an idea of how work is encapsulated, there are two factors: 1. the robot’s pathways. 2. the universal computer program (FIG. 5).
In FIG. 5, the robot’s pathway stores a dummy user interface button called “buttonA”. ButtonA is pressed and the robot will copy itself into the time machine world and it will do work. After finishing the work it will send the desired output to the robot in the virtual world. Thus, the idea is to trick the robot’s pathways to include user interface functions (fixed) that will represent the “encapsulated work”.
This is a powerful method because, now, the robot can do work with the fixed software that was created previously, to further do other work. So work is encapsulated in a recursive manner.
Let’s just imagine that there are three tasks to do: A. build a software function to resize an image. B. build a software function to do one patent drawing. C. build a software function to write a patent. We have to use the universal computer program to assign fixed user buttons to each task. FIG. 6 is a diagram depicting three buttons: buttonA, buttonB and buttonC. The robot has to work on buttonA. It will trick the pathway and press buttonA, then it will copy itself as a virtual character to work on taskA. After it has done taskA it will send the desired output to the robot in the virtual world. Many similar examples have to be trained in order to universalize the desired output.
After this is done taskA is encapsulated and assigned to a fixed software buttonA. That means when a user presses buttonA, the encapsulated instructions will automatically execute. If the function has errors, the robot can always modify the function.
Now that buttonA is defined, we can move on to buttonB. ButtonB was designed to do one patent picture. The pathways from the virtual character will include all the steps that it has to do in order to accomplish the task. In taskB, the virtual character has to use buttonA in order to do some of the steps. For example, the virtual character might take a picture and it presses buttonA so that the picture can resize itself. Then the virtual character might do something else to the picture such as make the contrast of the picture darker. Essentially, the virtual character is using a pre-existing function (buttonA) to accomplish taskB.
Once taskB is assigned to buttonB using the universal computer program, we can move on to taskC. TaskC is to write a patent application. The same method will be used. The robot will copy itself as a virtual character to work on taskC. It will use buttonA and buttonB to accomplish some of the steps. In FIG. 6, pointer 2 is an illustration of this method. The robot’s pathway is tricked in pressing buttonC, then the robot copy itself as a virtual character to do work. The virtual character uses buttonA and buttonB to do work. When the virtual character is finished doing taskC, it will send the desired output to the robot in the virtual world. The purpose of buttonC is to encapsulate work done by the virtual characters. The reference pointers, indicated by input and output, are the relationships between the robot pathway and the virtual character pathway. As stated before, many similar examples have to be trained before a universal pathway can be created.
The virtual character’s pathway does the intelligent work. The virtual character is smart at a human-level and is able to do complex tasks. The universal computer program uses fixed interface functions to represent virtual character pathways.
The very interesting part about this is that the fixed interface functions are separate and independent from the virtual character’s pathways. The virtual character pathways only store the pressing of the buttons and seeing the results, but none of the software instructions are ever stored in the virtual character’s pathways.
There are several advantages to this method. One advantage is that the virtual character pathways can be used to work on similar software. If it was trained to work on internet explorer, the pathways can be used to work on netscape or firefox. If the pathways were trained to work on the windows operating system, it can be used to work on the Mac or Linux. The hidden instructions of each software are not stored in the virtual character pathways and are totally independent from each other. Only what the robot sees on the monitor and what the results of the software is will be stored.
The above is an easy example because this is only one robot involved in doing the encapsulated work. For a more complex situation, teams of robots must work together to accomplish tasks. Sometimes an entire government or business organization is needed to do things. During the self-organization phase, the AI will compare similar examples and come up with universal types of pathways. A stationary pathway comprises pathways from multiple virtual characters that work with each other to accomplish tasks. Pathways in the stationary pathways have relational links with each other.
Work that requires a team of virtual characters (station pathways)
Let’s make the program a little more complex by including teams of virtual characters working to solve a problem or to accomplish a task. FIG. 7 is a diagram depicting the structure of how pathways are organized based on teams of virtual characters. The main virtual character is the primary entity that is being analyzed. This main virtual character contains majority of the pathway that will allow work to be done. For example, if a football team is playing, the main virtual character is the coach or the quarterback because they are primarily involved in the direction of the team. If a starship is being analyzed, the captain is the main virtual character because he/she commands the entire ship. The main virtual character can be anyone, even a minor person involved in solving a problem. It really depends on the problem that is being solved.
FIG. 7 is a diagram depicting a team of virtual characters working in the time machine as a group to accomplish a task or to solve a problem. The main virtual character is the primary pathway that is being followed. Any intelligent objects involved in producing results for the problem must be referenced. In this case, there are 2 other virtual characters that are involved in solving the problem: the 2nd virtual character and 3rd virtual character. Although these two intelligent objects play a minor role in the main virtual character’s pathway their pathways create results that require human intelligence.
In turn, each one of the virtual characters can be the main virtual character. It depends on the problem being solved and who is being analyzed. The 3rd virtual character can be the main virtual character and in his pathways are reference links to the 1st and 2nd virtual characters’ respective pathways.
To complicate things even more “maybe” all intelligent and non-intelligent objects involved in the main virtual character’s pathways have to be referenced. This would include things like machinery, or computers, or internet, or software, or search engines, or electronic devices and so forth.
Pathways represent the work done by virtual characters. Storing pathways and retrieving pathways to do work serve as the AI of the time machine. FIG. 7 is a diagram showing the hierarchical structure of work done by all virtual characters. If each virtual character is working using runtime intelligence, it would take up a lot of disk space and processing time. Each character has to be copied into the time machine and each has to have the necessary brain activities in order to think and sense. On the other hand, if we use my method, things can be done quicker and more efficiently. Instead of using virtual characters to do work we can use “their pathways” to do work. The idea is to extract one long continuous pathway for each virtual character and trick each pathway into thinking it has accomplished work. Each continuous pathway should have the minimum amount of possibilities – to use the minimum amount of universal and specific pathways. Each pathway should be universal and ambiguities or minor obstacles should be bypassed. Each pathway should also be tricked into believing they happened sequentially and relevant results are created.
Referring to FIG. 7, notice that each virtual character has only one pathway (or a few pathways) to represent their work. Each virtual character has no brain activity. The AI is simply taking pathways from the virtual characters and using one pathway per person to do team work. This technique will only work if the team work has a lot of similar examples trained.
Managing multiple tasks for each virtual character
Each virtual character is an individual entity and they are coordinated by a captain (or hierarchical groups of captains). When a virtual character has to do multiple tasks, he has to manage multiple tasks. For example, if a virtual character was assigned to drive a car, he has to manage multiple tasks simultaneously. These tasks might include: driving between the two white lines, looking out for pedestrians, following traffic rules, identifying street signs, looking out for danger, planning routes and so forth. In addition to these tasks, the virtual character might have to joggle other tasks as well, such as calling a friend, eating food, checking email, turning on the air conditioner and so forth.
By the way, the virtual characters work in void time. They can shift time dilations at any given moment according to their current job. If the virtual character wants to drive a car in the real world, time in the virtual world will be set to the time in the real world. On the other hand, he can slow time in the virtual world so that the real world is running in slow motion.
A virtual character manages multiple tasks just like a human being. A human being can only focus on one task at a time. But he shifts tasks back and forth to give the impression that he is doing multiple tasks. eg. He focuses on the two lines, next looks for traffic signs, then focuses on the two lines, then looks out for other cars, then calls a friend, next focuses on the two lines, then talks with the friend, etc.
The virtual character's conscious tells the VC what he has to do at any given moment. Things like: if he sees a traffic light, then traffic rules are followed, if he is on the highway, then follow these rules, if he is driving by a school, then follow these rules, if he hears a police siren, then follow these rules. The VC's conscious anticipates the future and it selects conscious thoughts that will benefit the virtual character at any given moment.
In terms of doing a complex task like writing a 800 page book, a virtual character doesn't have a fixed-linear-way of writing the book. The lessons in learning how to write a book is averaged out in the VC's brain; and the virtual character has an average understanding of the linear steps in writing a book. For example, the VC has to brainstorm an outline of the book, do research, write a first draft, a second draft, check for grammar errors, and finally, do a final draft. There are no fixed way of writing a book for the VC and this freedom of doing things will give rise to mistakes and errors. This type of problem is encountered when doing any type of complex task, such as making a movie, creating a comic book, drawing a picture, writing software programs, making music, building a website and so forth.
The virtual characters are individual entities and they are put in a hierarchical team so that captains and supervisors are responsible for checking for output errors and mistakes from their lower workers. For example, if a VC finishes writing a book, the book is given to a captain for observations. The captain will determine if the work has been done properly. If there are errors the captain will order the VC to correct these errors.
By separating these virtual characters into individuals (with only common knowledge of what other teammates are doing), it helps tremendously in terms of accomplishing a very complex task. Writing a large software program for example, require a hierarchical team of people. By breaking up the task into small sub-tasks and distributing these sub-tasks to individual virtual characters, a very complex problem can be managed and accomplished.
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