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Alan Turing

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Title: Alan Turing


1
Alan Turing AI
  • LCC 2700 Intro to Computational Media

2
Alan Turing
  • 1912 - 1954
  • Mathematician, Cryptographer
  • Worked at Bletchley Park, Britains codebreaking
    hq, where he designd ciphers to break the code
    for the German Enigma Machine
  • 1952, convicted of gross acts of indecency for
    having a homosexual relationship.
  • Turing was forced to take estrogen treatments and
    committed suicide in 1954

3
Turing
  • From thinking machines to credible machines
  • Can machines think? is a meaningless and loaded
    question
  • The foundation of the field that came to be known
    as Artificial Intelligence
  • The Turing Test a human engages in natural
    conversation with a human and a machine. If the
    human cannot tell the difference, the machine
    passes  based on the Imitation Game (a party
    game in which players try to guess the gender of
    a
  • A specific, discrete state machine context

4
Alan Turing, Can Machines Think? (1950)
  • Q. If machines could think, how would we know it?
  • Indistinguishability using the imitation game
  • The new form of the problem can be described in
    terms of a game which we call the "imitation
    game." It is played with three people, a man (A),
    a woman (B), and an interrogator (C) who may be
    of either sex. The interrogator stays in a room
    apart from the other two. The object of the game
    for the interrogator is to determine which of the
    other two is the man and which is the woman. He
    knows them by labels X and Y, and at the end of
    the game he says either "X is A and Y is B" or "X
    is B and Y is A." The interrogator is allowed to
    put questions to A and B.

5
Some notable Objections to the Turing Test(as
covered by Turing)
  • Theological - thinking is a function of an
    immortal soul machines cant think
  • Turing God could grant a computer a soul if he
    wished
  • Mathematical - There are limits to what logic can
    answer
  • Turing Humans are pleased with the fallibility
    of machines
  • Consciousness - Only composition from emotions
    could brain
  • Turing We have no way of knowing if non-human
    things experience emotion
  • Lady Lovelace - Computers are incapable of
    originality
  • Turing computers can show things that are not
    immediately recognizable

6
Turing Machine
  • An abstract machine that represents computation
  • Model
  • A person executes ordered operations on the
    contents of an unlimited number of paper sheets.
    The sheets contain a finite number of symbols.
    The person stores one of a finite number of
    states.
  • Example
  • Change the state of the current page to 1 and
    move one symbol to the right
  • If your current state is 4, move to page 456
  • A Turing Machine that simulates any other Turing
    machine is said to be a universal Turing machine

7
Turing Completeness
  • A system equivalent to a universal Turing machine
  • Unlimited storage can be assumed or ascribed to
    qualify a system as Turing complete
  • Babbages Analytical Engine
  • Programming languages (C, Java, Lisp, etc.)
  • Formal grammars

8
From Thinking Machines to Credible Machines
  • Move from thinking to believability (Turing)
  • The responsibility of computation (Weizenbaum)
  • Computation as a representational system
  • Computation as literary expression (Murrays
    adoption of W.)

9
Experiencing Characters in Traditional Media
  • Drama
  • embodied actors reciting speeches and exchanging
    dialog, gesturing, using props in unisequential
    story
  • we interpret their inner life based on what
    they say and do while we are observing them
    directly
  • Film
  • embodied actors seen in moving images, with
    dialog, voice-over narration shorter scenes,
    fewer words smaller gestures unisequential or
    multi-sequential
  • we interpret their inner life based on what the
    camera shows us of them and of their world

10
Experiencing Computational Characters
  • Computational characters come alive when they
    execute
  • behaviors in response to our participation in
    their world
  • Inscription in both directions
  • bits/clicks
  • Circular transmission
  • display input - output
  • Interpretation in both directions
  • images, words pointing, typed words
  • We interpret their inner life based on how they
    respond to what we do

11
Traditional vs Computational Character Making
  • All characters are imagined by creators and
    readers/audience as having inner, continuous
    reality, and a range of possible behaviors beyond
    what is represented in the text
  • Writers imagine the characters deeper self the
    psyche, soul, feelings, consciousness,
    personalities out of which all the behavior we
    see arises
  • In computational media, we can create a character
    by inscribing and representing the deeper self,
    and a range of possible actions, and letting the
    computer dynamically create the behavior e.g.
    the Sims

12
Traditional vs Computational Character Making
  • In computational media, we can create a character
    by
  • inscribing parameters and/or rules, and then
    watching the computer dynamically generate the
    behavior
  • inscribing parameters and then operating the
    character
  • inscribing parameters and then interacting with
    the character

13
Parameterized Characters
14
The Sims Parameters realized in behaviors
15
Characters in Computational Media
  • Characters can be created procedurally
  • by new behavior (rules)
  • by parameters for existing behavior
  • Characters are made real by participation
  • by scripting the interactor to form
    expectations
  • by giving the interactor props and actions to
    shape their behaviors
  • Exchanges between character and interactor should
    be
  • coherent
  • readable

16
Genre expectations shape interaction
  • Dramatic genres mysteries, thrillers, romances,
    situation comedies, etc.
  • Create expectations of possible sequences and
    outcomes
  • Include familiar roles (detective, villain, Mr.
    Right, insensitive husband, etc. )
  • Include familiar events and actions
    (interrogation, fight, kiss, insult, etc.)
  • Include props that carry scripts and expectations
  • (blackmail note, gun, bouquet of flowers, sixpack
    of beer)

17
ELIZA
  • Joseph Weizenbaum, 1966
  • Simulation of a Rogerian therapist
  • Named after Eliza Doolittle, the character in
    Pygmalion who learns to speak with an upper-class
    accent instead of her Cockney one
  • ELIZA Works by parsing and substituting key
    words/phrases with canned responses
  • The result evokes a therapist

18
E.M. Forster Flat vs Round Characters
  • Flat characters do not change
  • Flat characters always respond in the same way to
    the same situation
  • Flat characters make good comic characters
  • Predictable, creating anticipation
  • Inappropriate, because repeat same response in
    new situation

19
Classic Flat Character
  • Jack Benny, the stingy man
  • Thief Your money or your life!
  • (long pause)
  • Thief Your money or your life!!
  • Jack Benny Im thinking.

20
Interactive flat character
  • Less satisfying to play because too predictable
  • More satisfying to interact with because you can
    anticipate and evoke the behavior

21
Interactive round character
  • Hard!
  • Selectively round characters

22
Conversations with Characters
  • Loebner Prize established 1990
  • Hard to do it with knowledge base
  • The real world is too hard to represent
  • Fact-based conversation is hard to fudge
  • Yet same character (Julia) failed Loebner but
    passed the test in a social MUD
  • Human beings are often unresponsive
  • Comic characters are often unresponsive
  • Human beings often converse in formulaic patterns
  • Dating / flirting insult conversation is very
    formulaic(http//openseduction.org/signals/

23
Loebner Prize 2003
?
24
Humans outperformed all the chatterbots
25
Humans outperformed all the chatterbots
26
Rollo Carpenter, Jabberwock Loebner Prize
Winner 2003
http//www.abenteuermedien.de/jabberwock/
27
Conversations with Characters
  • Free text input creates high expectations
  • Façade
  • www.interactivestory.net

28
Dramatic Agency
  • Procedural Participatory Dramatic compression
  • Characters conditions and parameters are suited
    to the dramatic world
  • Interactors actions are well suited to the
    dramatic world
  • Characters behaviors are evoked smoothly by
    Interactors actions and satisfy dramatic
    expectations of the situation
  • Interactor is able to do things that effect the
    character in significant, dramatizable ways

29
Janet Murray on Chatterbots
  • The most successful characters have been those
    who are self-absorbed, evasive, or obsessive in
    familiar ways.
  • Politicians in a press conference
  • Defaults and conversions for a genre of insolent
    characters
  • What about other characters?
  • Trouble with an authoring environment that does
    not require programming

30
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31
Then why did Eliza work?
  • Clear scripting of the interactor by dramatic
    situation
  • Clever key word/response pairs
  • Very clever DEFAULTS
  • Characters lack of responsiveness is
    dramatically motivated
  • Character is barely a character a simple subject
    to simulate

32
ELIZA as Parody
  • Weizenbaum worried about reactions to Eliza that
    suggested that it should be used as a real
    therapist
  • This concern had much to do with how willing
    users were to anthropomorphize the program
  • Story of the secretary
  • Weizenbaum the responsibility of the
    artist/scientist for the work they create

33
The Danger of Science
  • What aspects of life are formalizable becomes
    of what technological genius is man a species
  • Critique of the drive to discover and invent as
    an end
  • Science as an addictive drug
  • The seduction of rationality all things human
    can be understood, modeled, and predicted
  • Instead, Weizenbaum suggests that science is all
    argument, persuasion
  • Scientific statements can never be certain they
    can be only more or less credible
  • Compare to Turing on AI, and contemporary
    simulation vs. expression.

34
Computation as Expression
  • Creating and consuming computational artifacts
  • There is a science in computational
    representation, but computational representation
    is not a science

35
Designing Character Behavior
  • Abstraction
  • Flat characters can be interesting when they are
    the primary subject of a computational artifact
  • Parody is useful and valid
  • Design character behaviors from your own
    perspective
  • Disaffected http//www.persuasivegames.com/games/g
    ame.aspx?gamedisaffected
  • Steal others perspectives for commentary,
    critique, or caricature
  • Signals Flirtation http//openseduction.org/sign
    als/discussion/
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