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Virtual Intelligence

The intersection of virtual worlds and artificial intelligence.
by David Fliesen on 16 June 2010

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V I VIRTUAL INTELLIGENCE VIRTUAL INTELLIGENCE David Burden, Daden Limited David Fliesen, Sonalysts, Inc. What is Virtual Intelligence? The Intersection of Virtual Worlds and Artificial Intelligence Virtual Worlds Artificial Intelligence 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 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 Evolution of AI to VI 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 Worlds Teletype Character VDU Windows Audio-Visual Non-Player Characters (NPCs) * 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 Artificial Intelligence goes Virtual Are we able to create an NPC within a virtual world which is indistinguishable in its complete behaviour from a player character or avatar? Web-based chatbot avatar for Daden Limited Second Life-based chatbot avatar for Daden Limited VI Bots in Virtual Worlds Virtual Receptionist Tour Guides Characters in training & education scenarios Virtual actors Mentors and teachers Virtual expert: health care, librarian, etc. Virtual assistants Personal clone Emotions Modelled Happy Sad Fear Artificial avatars in Second Life from Daden Limited Disgust Anger Surprise/Startle VI Bots for Government Defense and Homeland Security Aeronautics, Engineering, and Transportation Government, Research, Education and Environment Health, Medical and Biotech Northrop Grumman Cutlass Bomb Disposal Robot NASA has developed a great deal with virtual environments and AI Virtual Patients and roleplay for training (Extreme Reality, Duke University, Daden, and others) Second China, NPCs in Adult Learning programs by Daden for UK University for Industry and Sun Tzu for USJFCOM Comparing VI to Turing The Non-Player Character (NPC) is undeclared and part of a group conversation (the Covert Group test) An NPC is declared present (but unidentified) as part of a group conversation (the Overt Group test) The NPC is undeclared and part of a set of one-on-one conversations (the Covert Singleton test) An NPC is declared present (but unidentified) as part of a set of one-on-one conversations (the Overt Singleton test, the original Turing) “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 TURING TRICKS: Chat Tricks: Misspelled (and correct) “Remember” earlier topic Imprecise, vague, or wrong Take control Virtual World Tricks: Gesture/expression Movement Clothing Choice of location Comments on the environment Altair Architecture Demo Challenges of AI in Virtual Worlds Appearance Handling Group Situations Handling multi-line input Navigation Expressing and identifying emotion Object identification, emotion and interaction Memory Motivation Artificial avatars in Second Life from Daden Limited Altair Architecture Object and avatar appearance/ disappearance (ASML) Avatar expressions/ gesture/movement/chat (AAML) Developed by University of Wolverhampton. Grounded in psychology and psychology research and models. 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 1. Detection of Stimulus (Perception/Sensation) 2. Appraisal of Stimulus 3. Unconscious Reaction 4. Physiological Changes 5. Motivation to Act 6. Conscious Realisation (feelings) Virtual Government (vGov) Future Research Questions How does avatar-to-avatar interaction differ form physical face-to-face interaction? Does a human avatar behave differently when engaging with a known robotic avatar (or robot-looking human)? How important are non-chat cues to passing the Turing Test within a virtual world? Is it valid to run the Turing Test within a Virtual World, and if so, then how do we specify it in order to maintain its validity. And if not, can we specify a new test which will provide a valid alternative, or stepping-stone, to the Turing Test? To what extent do the Covert/Overt and Singleton/Group options present earlier opportunities to pass the Turing Test (or equivalent) in a virtual world? Contact Information 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
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