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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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Transcript of Virtual Intelligence

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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