Showing posts with label Second Life. Show all posts
Showing posts with label Second Life. Show all posts
Sunday, March 28, 2010
Virtual pets that can learn
"SIT," says the man. The dog tilts its head but does nothing. "Sit," the man repeats.
The dog lies down. "No!" the man admonishes.
Then, unable to get the dog to sit, the man decides to teach it by example. He sits down himself.
"I'm sitting. Try sitting," he says. The dog cocks its head attentively, folds its hind legs under its body and sits. "Good!" says the man.
No, it's not a rather bizarre way to teach your pet new tricks. It is a demonstration a synthetic character in a virtual world being controlled by an autonomous artificial intelligence (AI) program, which will be released to inhabitants of virtual worlds like Second Life later this year.
Novamente, a company in Washington DC which built the AI program that controls the dog, says that the demonstration is a foretaste not just of future virtual pets but of computer games to come. Their work, along with similar programs from other researchers, was presented at the First Conference on Artificial General Intelligence at the University of Memphis in Tennessee earlier this month.
If first impressions are anything to go by, synthetic pets like Novamente's dog will be a far cry from today's virtual pets, such as Neopets and Nintendogs, which can only perform pre-programmed moves, such as catching a disc. "The problem with current virtual pets is they are rigidly programmed and lack emotions, responsiveness, individual personality or the ability to learn," says Ben Goertzel of Novamente. "They are pretty much all morons."
In contrast, Goertzel claims that synthetic characters like his dog can be taught almost anything, even things that their programmers never imagined.
For instance, owners could train their pets to help win battles in adventure games such as World of Warcraft, says Sibley Verbek of the Electric Sheep Company in New York City, which helped Novamente create the virtual pets. "It is a system that allows the user to teach the virtual character anything they want to," he says.
So how do these autonomous programs work? Take Novamente's virtual pet, which is expected to be the first to hit the market. One way that the pets learn is by being taught specific tasks by human-controlled avatars, similar to the way babies are taught by their parents.
To do this, the humans must directly tell the pet - via Second Life's instant messaging typing interface - that they are about to teach it a task. When the pet receives a specific command, such as "I am going to teach you to sit", it works out that it is about to learn something new called "sit". It then watches the human avatar and starts to copy some of the things the teacher does.
At first it doesn't know which aspects of the task are important. This can lead to mistakes: the dog lying down instead of sitting, for example. But it soon figures out the correct behaviour by trying the task several times in a variety of ways. The key learning tool is that the pets are pre-programmed to seek praise from their owners, so they can make increasingly intelligent guesses about what they should copy, repeating adjustments that seem to make the human avatar more likely to say "good dog", and avoiding those that elicit the response "bad dog". Eventually, the pet figures out how to sit.
Learning by imitation isn't exactly a new idea. Robots in the real world are still being trained in this wayMovie Camera. But it hasn't been easy. For example, a real robot needs sophisticated computer vision to recognise its teacher's legs, so that it can isolate their movement and copy it. But the great variation in the size and shape of legs, which depends on their motion and the angle of viewing, means it is hard to program a robot to recognise legs.
In Second Life, you can get round this problem. Characters don't see objects from a certain angle, nor from a particular distance; all they know is the 3D coordinates of the object, allowing them to recognise legs simply by their geometry. Once the pet can recognise legs, Goertzel then programs it to map the leg movements to the movement of its own legs. Obviously, the pet's own legs are a different size and shape, so the exact same motions wouldn't be appropriate. But the pets experiment with slightly different variations on the theme - and then settle on the set of movements that elicits the most praise from the avatar.
So far, Goertzel says he has successfully taught his dogs to play fetch, basic soccer skills such as kicking the ball, faking a shot and dribbling, and to dance a simple series of moves, just by showing them how (watch a video of the demo at www.novamente.net/puppy.mov).
Imitation isn't the only way the pets learn, however. They can also learn things humans may not have intended to teach them. As well as seeking praise, they are also programmed with other basic desires such as hunger and thirst, as well as some random movements and exploration of the virtual environment. As they explore, their "memory" records everything that happens. It then carries out statistical analyses to find combinations of sequences and actions that seem to predict fulfilment of its goals, such as appeasement of hunger, and uses that knowledge to guide its future behaviour. This can then lead to more sophisticated behaviour, such as a dog learning to touch its bowl when a human walks into the room, because that increases the chance of a goal being fulfilled. "It learns that going near the bowl is symbolic for food," says Goertzel. "This is a sort of rudimentary gestural communication."
Goertzel is aiming even higher. He says learning gestures could eventually form the basis for virtual pets to learn language, just as it does in young children. "Eventually we want to have virtual babies or talking parrots that learn to speak," he says (see "If only they could talk").
Deb Roy, an AI researcher at the Massachusetts Institute of Technology, worries that people will tire of training their virtual pets. "Philosophically I am on board. These are lovely and powerful ideas," he says, "But what are the results that show [Goertzel's team] are making progress compared to people who have tried similar things?"
Novamente has a few tricks up its sleeve to stop people from getting bored. For starters, the synthetic characters will learn quickly as more and more people use them. Although each pet has its own "brain", Novamente's servers will pool knowledge from all the brains. So once one pet has mastered one trick, it will be much easier for another one to master it, too.
Researchers at Novamente are not the only ones who hope to create compelling synthetic characters. Selmer Bringsjord, Andrew Shilliday and colleagues at Rensselaer Polytechnic Institute in Troy, New York, are working on a character called EddieMovie Camera, that they hope will reason about another human's state of mind - potentially leading to characters that understand deceit and betrayal - and predict what other characters will do next.
The fusing of virtual worlds and AI will almost certainly be good for AI. Since the field failed to deliver on its initial promises of machines you can chat to, robotic assistants that do your housework and conscious machines, it has been hard to get funding to build generally intelligent programs. Instead more specific, "narrow AI" such as computer vision or chess-playing have flourished. Novamente is planning to make its pets so much fun that people will actually pay money to interact with them. If so, the multibillion-dollar games industry could drive AI towards delivering on its original promise.
Labels:
artificial intelligence,
Second Life
Could the fusion of games, virtual worlds and artificial intelligence take us closer to building artificial brains?
Novamente is a company that creates virtual pets equipped with artificial intelligence.
As they move forward on this goal they hope the pets will learn to make common-sense assumptions like humans, which could eventually allow them to understand and produce natural language, for example.
One of the biggest challenges faced by researchers trying to imbue computers with natural language abilities is getting computers to resolve ambiguities. Take this sentence: "I saw the man with a telescope." There are three possible ways to interpret the sentence. Either I was looking at a man holding a telescope, or I saw a man through my telescope, or more morbidly, I am sawing a man with a telescope. The context would help a human figure out the real meaning, while a computer might be flummoxed.
But in an environment like Second Life, a synthetic character endowed with AI could use its immediate experience and interactions with other avatars and objects to make sense of language the way humans might. "The stuff that really excites me is to start teaching [pets] simple language," says Ben Goertzel of Novamente.
But other AI researchers doubt that virtual environments will be rich enough for synthetic characters to move towards the kind of general intelligence that is required for natural language processing. Stephen Grand, an independent researcher from Baton Rouge, Louisiana, who created the AI game Creatures in the mid-1990s, applauds the Novamente approach, but thinks there are limits to learning inside a virtual world.
"Just imagine how intelligent you would be if you were born with nothing more than the sensory information available to a Second Life inhabitant," he says. "It's like trying to paint a picture while looking through a drinking straw."
Labels:
artificial intelligence,
Second Life
Sunday, August 2, 2009
Will artificial intelligence invade Second Life?

Popular culture is filled with different notions of what artificial intelligence should or will be like. There's the all-powerful Skynet from the "Terminator" movies, "Star Wars"-style androids, HAL from "2001: A Space Odyssey," the classic sentient computer program, carrying on a witty conversation through a computer terminal. Soon, we may have to add another to the list.
In September 2007, a software company called Novamente, along with the Electric Sheep Company, a producer of add-ons for virtual worlds, announced plans to release artificial intelligences (AI) into virtual worlds like the ultra-popular "Second Life."
Novamente's "intelligent virtual agents" would use online games and virtual worlds as a development zone, where they will grow, learn and develop by interacting with humans. The company said that it will start by creating virtual pets that become smarter as they interact with their (human-controlled) avatar owners. (An avatar is the character or virtual representation of a player in a virtual world.) More complex artificially controlled animals and avatars are expected to follow.
Novamente's artificial intelligence is powered by a piece of software called a "Cognition Engine." Pets and avatars powered by the Cognition Engine will feature a mix of automated behaviors and learning and problem-solving capabilities. Ben Goertzel, the CEO of Novamente, said that his company had already created a "fully functioning animal brain".
Goertzel envisioned Novamente's first artificial intelligences as dogs and monkeys, initially going on sale at your local virtual pet shop in October 2007.
These virtual pets will work much like real pets -- trainable, occasionally misbehaving, showing the ability learn and perform tasks and responding positively to rewards. After dogs and monkeys, Novamente would then move on to more complex creatures, such as parrots that, like their real-life counterparts, could learn to speak.
Finally, the company expects to produce virtual human babies that, propelled by its own artificial intelligence, would grow, develop and learn in the virtual world.
While we frequently see or read about robots with interesting capabilities, scientists have struggled for decades to create anything approaching a genuine artificial intelligence. A robot may be an expert at one skill, say shooting a basketball, but numerous basic tasks, such as walking down stairs, may be beyond its capabilities. This is where a virtual world has its advantages, Goertzel says.
On the next page, we'll look at why virtual worlds may present the next and best frontier for the development of artificial intelligence.
Advantages of Artificial Intelligence in Virtual Worlds
While we already deal with some virtual AI -- notably in action games against computer-controlled "bots" or challenging a computer opponent to chess -- the work of Novamente, Electric Sheep Company and other firms has the potential to initiate a new age of virtual AI, one where, for better or worse, humans and artificial intelligences could potentially be indistinguishable.
If you think about it, we take in numerous pieces of information just walking down the street, much of it unconsciously. You might be thinking about the weather, the pace of your steps, where to step next, the movement of other people, smells, sounds, the distance to the destination, the effect of the environment around you and so forth.
An artificial intelligence in a virtual world has fewer of these variables to deal with because as of yet, no virtual world approaches the complexity of the real world. It may be that by simplifying the world in which the artificial intelligence operates (and by working in a self-contained world), some breakthroughs can be achieved.
Such a process would allow for a more linear development of artificial intelligence rather than an attempt to immediately jump to lifelike robots capable of learning, reason and self-analysis.
Goertzel states that a virtual world also offers the advantage of allowing a newly formed artificial intelligence to interact with thousands of people and characters, increasing learning opportunities. The virtual body is also easier to manage and control than that of a robot.
If an AI-controlled parrot seems to have particular challenges in a game world, it's less difficult for programmers to create another virtual animal than if they were working with a robot. And while a virtual world AI lacks a physical body, it displays more complexity (and more realism) than a simple AI that merely carries on text-based conversations with a human.
Novamente claims that its system is the first to allow artificial intelligences to progress through a process of self-analysis and learning. The company hopes that its AI will also distinguish itself from other attempts at AI by surprising its creators in its capabilities -- for example, by learning a skill or task that it wasn't programmed to perform.
Novamente has already created what it terms an "artificial baby" in the AGISim virtual world. This artificial baby has learned to perform some basic functions.
Despite all of this excitement, the AI discussed here are far from what's envisioned in "Terminator." It will be some time before AIs are seamlessly interacting with players, impressing us with their cleverness and autonomy and seeming all too human.
Even Philip Rosedale, the founder of Linden Labs, the company behind "Second Life," has warned against becoming caught up in the hype of the supposedly groundbreaking potential of these virtual worlds.
But "Second Life" and other virtual worlds may prove to be the most valuable testing grounds to date for AI. It will also be interesting to track how virtual artificial intelligences progress as the virtual worlds they occupy change and become more complex.
Besides acting as an incubator for artificial intelligence, "Second Life" has already been an important case study in the development of cyber law and the economics and legality of hawking virtual goods for real dollars.
The popular virtual world has even been mentioned as a possible virtual training facility for children taking emergency preparedness classes
Labels:
A.I.,
artificial intelligence,
Second Life
Subscribe to:
Posts (Atom)





