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The Intersection of Virtual Worlds and Artificial Intelligence
David BurdenDaden Limited
www.daden.co.uk
www.converj.com/blog
david.burden@daden.co.uk
Twitter: daden5
Second Life: Corro Moseley
Second Life sim: Daden Prime
David Fliesen
Sonalysts, Inc.
www.sonalystsmedia.com
dfliesen@sonalysts.com
Second Life: Joey Aboma
established in 1956
1 : A branch of computer science
dealing with the simulation of
intelligent behavior in
computers
2 : The capability of a machine
to imitate intelligent human
behavior
SOURCE: Merriam-Webster
A genre of online community that often takes
the form of a computer-based simulated
environment, through which users can interact
with one another and use and create objects.
Virtual worlds are intended for its users to
inhabit and interact, and the term today has
become largely synonymous with interactive 3D
virtual environments, where the users take the
form of avatars visible to others graphically.
SOURCE: Wikipedia
The immersion of virtual worlds provides a unique platform for AI beyond the traditional paradigm of past User Interfaces (UIs). What Alan Turing established as the benchmark for telling the difference between human and computerized intelligence was done void of visual influences. With today’s AI bots, virtual intelligence has evolved past the constraints of past testing into a new level of the machine's ability to demonstrate intelligence.
VIRTUAL
* Task focussed
* Usually no life beyond the user
* Privileged access to information
* Common in Massive Multiplayer
Online Role Playing Games
(MMORPGs), less common in
Virtual Worlds
NPC from World of Warcraft
1. Detection of Stimulus (Perception/Sensation)
2. Appraisal of Stimulus
Object and avatar appearance/ disappearance
(ASML)
3. Unconscious Reaction
Are we able to create
an NPC within a
virtual world which is indistinguishable in
its complete behaviour
from a player character
or avatar?
1. Surprise & Startle vs EAD
2. Explicit vs AIML
3. Implicit vs EAD/Chat Lookup => AEML
Not yet modelled
4. Fuzzy mixing of emotional states = AEML
5. Not yet modelled
6. Reason for last state stored, and accessible from AIML
4. Physiological Changes
Avatar expressions/ gesture/movement/chat
(AAML)
5. Motivation to Act
Developed by University of Wolverhampton. Grounded in psychology and psychology research and models.
6. Conscious Realisation (feelings)
Second Life-based chatbot
avatar for Daden Limited
Web-based chatbot avatar
for Daden Limited
INTELLIGENCE
Emotions Modelled
Artificial avatars in Second Life
from Daden Limited
Aeronautics, Engineering,
and Transportation
Defense and
Homeland Security
Health, Medical and Biotech
Government, Research,
Education and Environment
Artificial avatars in Second Life
from Daden Limited
TURING TRICKS:
Chat Tricks:
Virtual World Tricks:
“You know he claims that he is not an AI. He says he passes the Turing Test every day, but he is not intelligent: just a sequence of yes/no responses, just a massive algorithm.” Divergence, Tony Ballantyne, 2007