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This document fluctuates in the details quite often, but it's purpose is to serve me as a checkpoint tracker.
Long-term vision (5-10 years)
- Alpha versions of world building tools
- Alpha versions of cognitive architecture tools
- CogArch, Mind Studio
Mid-term vision (2-5 years)
- Video game based on my engines
- Solid primitives for my engines
- Gain true fans / Auto-sustainable project
Short-term vision (1-2 years)
- Start recording progress and create devlogs or offline-streams
- Simple world simulations (brain dump doc)
- Connect world to brains (server to CogArch emulator) and perform experiments
- Create experiments per word in “words for analyzing”
- Focus on use cases and the words that emerge from those fake conversations. It’s those words that will gain priority when creating experiments to test those concepts.
How can I make a living?
I like the true fans option better. I see that as a more tangible one that gets a better result in the end. It’s also a patience play.
The only problem is time, but that’s actually not a big big problem.
How can I add value to others?
Selling pre-trained brains for video games seems like the best first use-case for actually making money.
- based on genre
Selling pre-trained brains for tools is the longer-term option.
- Amos / WonderOS
I don’t really want to build software tools in order to make money (IDEs, text editors, etc). I would love to already have them within the environment I like.
I would like to work on them, but not for money. Maybe just customize them (?) What I mean is I don’t want to code those tools in a traditional sense — it would have to be with the new itemized paradigm.
Having said this, I think I would prefer to make money by selling the trained brains. This is a long-long term goal. I would first need to make a living just by supporters and not by selling a product or service.
Amos is secondary
I really want to commit to the development of digital cognition tools. My OS research and tool development is secondary, but it will eventually merge with my digital cognition tools.