37
Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2 Selmer Bringsjord Director, Minds & Machines Laboratory Prof of Logic and Cognitive Science Dept. of Philosophy, Psychology & Cognitive Science Department of Computer Science Rensselaer Polytechnic Institute (RPI) Troy NY 12180 USA Chief Scientist, Document Development Corporation 1223 Peoples Ave. Troy NY 12180 USA [email protected] Games?

Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

  • Upload
    perrin

  • View
    29

  • Download
    0

Embed Size (px)

DESCRIPTION

Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2. Games?. Selmer Bringsjord Director, Minds & Machines Laboratory Prof of Logic and Cognitive Science Dept. of Philosophy, Psychology & Cognitive Science Department of Computer Science - PowerPoint PPT Presentation

Citation preview

Page 1: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Is it Possible to BuildDramatically Compelling Interactive

Digital Entertainment? v2Selmer Bringsjord

Director, Minds & Machines Laboratory

Prof of Logic and Cognitive Science

Dept. of Philosophy, Psychology & Cognitive Science

Department of Computer Science

Rensselaer Polytechnic Institute (RPI)

Troy NY 12180 USA

Chief Scientist, Document Development Corporation

1223 Peoples Ave. Troy NY 12180 USA

[email protected]

http://www.rpi.edu/~brings

Games?

Page 2: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Is it Possible to BuildDramatically Compelling Interactive

Digital Entertainment?Selmer Bringsjord

Director, Minds & Machines Laboratory

Prof of Logic, Cognitive Science, & Computer Science

Dept. of Philosophy, Psychology & Cognitive Science

Department of Computer Science

Rensselaer Polytechnic Institute (RPI)

Troy NY 12180 USA

Chief Scientist, Document Development Corporation

1223 Peoples Ave. Troy NY 12180 USA

[email protected]

http://www.rpi.edu/~brings

Page 3: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Is it Possible to BuildDramatically Compelling Interactive

Digital Entertainment?Selmer Bringsjord

Director, Minds & Machines Laboratory

Prof of Logic, Cognitive Science, & Computer Science

Dept. of Philosophy, Psychology & Cognitive Science

Department of Computer Science

Rensselaer Polytechnic Institute (RPI)

Troy NY 12180 USA

Chief Scientist, Document Development Corporation

1223 Peoples Ave. Troy NY 12180 USA

[email protected]

http://www.rpi.edu/~brings

Page 4: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

We Have Dramatically Compelling Digital Entertainment

Page 5: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Two Preliminary Points

• Mathematically-based realism about AI (and, in this case, narrative)– Solvable vs Unsolvable Problems

• Computers aren’t finite diagrams or finite state automata, but rather LBAs or Turing machines, and as such are impotent in the face of an infinite number of problems

• There’s no free lunch– Automated learning isn’t going to give us great NPC’s– Laird– Ergo, Logic!

Page 6: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Logical Systems: Which for DCIDE?Name Alphabet Grammar Proof

TheorySemantics Metatheory

LPC

Propositional Calculus

p, q, r, … and truth-functional connectives

Easy Fitch-style and natural deduction, resolution, etc.

Truth tables! Sound, complete, compact, decidable

LI

First-Order Logic

Add variables x, y, … and

Easy Fitch-style and natural deduction, resolution, e.g.

Structures and interpretations

Sound, complete, compact, undecidable

LPML Add “box” and “diamond” for necessity and possibility

Wffs created by prefixing new operators to wffs

Add necessitation, etc.

Possible worlds

Similar to

LPC

LII New variables for predicates

Pretty obvious New adapt quantifier rules

Quantification over subsets in domain allowed

Sound but not complete

Page 7: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Unfortunately…Name Alphabet Grammar Proof

TheorySemantics Metatheory

LPC

Propositional Calculus

p, q, r, … and truth-functional connectives

Easy Fitch-style and natural deduction, resolution, etc.

Truth tables! Sound, complete, compact, decidable

LI

First-Order Logic

Add variables x, y, … and

Easy Fitch-style and natural deduction, resolution, e.g.

Structures and interpretations

Sound, complete, compact, undecidable

LPML Add “box” and “diamond” for necessity and possibility

Wffs created by prefixing new operators to wffs

Add necessitation, etc.

Possible worlds

Similar to

LPC

LII New variables for predicates

Pretty obvious New adapt quantifier rules

Quantification over subsets in domain allowed

Sound but not complete

Page 8: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2
Page 9: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2
Page 10: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Some Key Challenges

• Formalizing Literary Themes– For me it’s been betrayal– Coming: mendacity– “Selmer, we want X in our game.”

• Well, I need some serious money for that.

• Story Mastery– Without it, hack-and-slash, at best– The Bates experiment– Fortunes to be made here

• Building Robust Autonomous Characters• Personalization

Mendacity

Page 11: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Autonomous AI in The Matrix

Page 12: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Characters Must Be Intelligent Agents

Page 13: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Generic Knowledge-Based Agent(smarter than what appear in nearly all games,

including, e.g., Hitman)

function KB-Agent(percept) returns an actioninputs: p, a perceptstatic: KB, a knowledge base

t, a counter, initially 0

Tell(KB, Make-Percept-Sentence(percept, t))action Ask(KB, Make-Action-Query(t))Tell(KB, Make-Action-Sentence(action, t))t t + 1return action

Page 14: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

The Wumpus World

Page 15: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

We Build Agents Like This in the Minds & Machines Laboratory

Page 16: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

But Personhood Involves…

• Ability to communicate in a language

• Autonomy (“free will”)

• Creativity

• Phenomenal consciousness (= subjective awareness, qualia, what-it’s-like-to-be-you consciousness, P-consciousness)

• Robust abstract reasoning

today

Page 17: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Turing Test

Judge What color and in whatstyle is your hair?

Page 18: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Judge

What color and in whatstyle is your hair? Designer

In the TT, it’s Really Judge vs. Designer

I can handle tha- uh, itcan handle that one.

Page 19: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Judge (= Designer)Designer (= Judge)

The Lovelace Test

o

S

How did it do that?

Page 20: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Definition of Lovelace Test

• Artificial agent A, designed by H, passes LT if and only if– A outputs o;

– A’s outputting o is not the result of a fluke hardware error, but rather the result of processes A can repeat;

– H (or someone who knows what H knows, and has H’s resources) cannot explain how A produced o by appeal to A’s architecture, knowledge-base, and core functions.

Page 21: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

What Systems Fail LT?

• Brutus (see final chapter)

• Copycat (see book as well)

• Letter Spirit

.

.

.

Page 22: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Is the Set of All “A”s Countable?

Page 23: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

The Original Dream

Percepts: ? Actions:Design remaining letters

A B C D E F … Z

Page 24: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Letter Spirit System as anIntelligent Agent

Percepts:seed letters

Actions:Design remaining letters

A B C

Letter Spirit

D E F … Z

Page 25: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Step #1

• Digitize!– Figure X-5

• Ten human-designed gridfonts (Fig X-6)

• 1500 A’s (Fig X-7)

• Okay, now how does this work?…

Page 26: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

The Retreat to Grids

Page 27: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Ten Human-Designed Gridfonts

Page 28: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

1500 “A”s are Possible

Page 29: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

The Argument That Worries Me1 Dramatically compelling interactive digital entertainment

requires the presence in such entertainment of virtual persons, and therefore requires the presence of autonomous virtual characters.

2 Autonomous virtual characters would pass the Lovelace Test.

3 Autonomous virtual characters would be intelligent agents, in the technical sense of “intelligent agents” in use in AI (specifically in AIMA).

4 Intelligent agents fail the Lovelace Test.

Therefore:

5 Dramatically compelling interactive digital entertainment isn't possible.

Page 30: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Again: I Want to Administer the Turing Test in a Digital World…

Page 31: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

But my argument indicatesthat for this dream to become

reality will require somepreternaturally clever engineering.

Page 32: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Toward Mendacity

• x tells lie p to y iff– p is false;– x knows that p is false;

Page 33: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Toward Mendacity

• x tells lie p to y iff– p is false;– x knows that p is false;

• But where’s the communication?

Page 34: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Toward Mendacity

• x tells lie p to y iff– x (in some technical communicative sense) tells

y p;• (Using AIMA, we could invoke TELLing to

another’s KB)

– p is false;– x knows that p is false;

Page 35: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Toward Mendacity

• x tells lie p to y iff– x (in some technical communicative sense) tells

y p;• (Using AIMA, we could invoke TELLing to

another’s KB)

– p is false;– x knows that p is false;

• But perhaps x is being sarcastic!

Page 36: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Toward Mendacity

• x tells lie p to y iff– x (in some technical communicative sense) tells

y p;• (Using AIMA, we could invoke TELLing to

another’s KB)

– p is false;– x knows that p is false;– x wants y to believe p.

Page 37: Is it Possible to Build Dramatically Compelling Interactive Digital Entertainment? v2

Toward Mendacity

• x tells lie p to y iff– x (in some technical communicative sense) tells y p;

• (Using AIMA, we could invoke TELLing to another’s KB)

– p is false;

– x knows that p is false;

– x wants y to believe p.

• Does this do it? Back: Some Key Challenges